commit e8c97a48980ca894a381603d80d417f50102cdb6 Author: dozens Date: Mon Mar 10 10:21:56 2025 -0400 inittles comittles diff --git a/.ninja_log b/.ninja_log new file mode 100644 index 0000000..de64059 --- /dev/null +++ b/.ninja_log @@ -0,0 +1,32 @@ +# ninja log v6 +1 11674 1741365570753339357 dist/haunt.pdf e2e33f5951ca75a4 +0 2572 1741543414805596039 dist/haunt.html 5f96a2fb9e5efbce +2 468 1741497835244215980 dist/play.html c21a88ab05930003 +1 2564 1741543429241974471 dist/haunt.html 5f96a2fb9e5efbce +0 2583 1741543464913228427 dist/haunt.html 5f96a2fb9e5efbce +0 2569 1741543637935061931 dist/haunt.html 5f96a2fb9e5efbce +1 2525 1741543656264260043 dist/haunt.html 5f96a2fb9e5efbce +2 2707 1741547648996330823 dist/haunt.html 5f96a2fb9e5efbce +0 2524 1741547713432432409 dist/haunt.html 5f96a2fb9e5efbce +0 2530 1741547904351232653 dist/haunt.html 5f96a2fb9e5efbce +0 2588 1741547984787193753 dist/haunt.html 5f96a2fb9e5efbce +2 2036 1741566558945233891 dist/haunt.html 5f96a2fb9e5efbce +1 2127 1741566978568287389 dist/haunt.html 5f96a2fb9e5efbce +0 2056 1741567599179878873 dist/haunt.html 5f96a2fb9e5efbce +0 2002 1741567634190907557 dist/haunt.html 5f96a2fb9e5efbce +0 2059 1741567716115229254 dist/haunt.html 5f96a2fb9e5efbce +1 127 1741567915945574357 dist/play.html c21a88ab05930003 +1 129 1741568055521482266 dist/play.html c21a88ab05930003 +2 472 1741568903520945715 dist/play.html c21a88ab05930003 +0 137 1741568917359592098 dist/play.html c21a88ab05930003 +1 139 1741569144660068460 dist/play.html c21a88ab05930003 +2 487 1741569745821659351 dist/play.html c21a88ab05930003 +2 452 1741570805578393687 dist/play.html c21a88ab05930003 +1 559 1741614332407065159 dist/play.html c21a88ab05930003 +1 166 1741614618555083909 dist/play.html c21a88ab05930003 +0 167 1741614739402079754 dist/play.html c21a88ab05930003 +0 177 1741614760138477309 dist/play.html c21a88ab05930003 +0 174 1741614800693061870 dist/play.html c21a88ab05930003 +0 173 1741614829818913895 dist/play.html c21a88ab05930003 +0 2699 1741615519517874320 dist/haunt.html 5f96a2fb9e5efbce +0 2580 1741615928528410758 dist/haunt.html 5f96a2fb9e5efbce diff --git a/README b/README new file mode 100644 index 0000000..9e2ee40 --- /dev/null +++ b/README @@ -0,0 +1,11 @@ +# TO HAUNT AND BE HAUNTED + +a solo succession haunted house game + +## GETTING STARTED + +This was built with: + +- m4 v1.4.6: templating, etc +- pandoc v3.6.2: convert between formats +- ninja v1.12.1: build diff --git a/assets/floorplan.jpg b/assets/floorplan.jpg new file mode 100644 index 0000000..d342cb2 Binary files /dev/null and b/assets/floorplan.jpg differ diff --git a/assets/pie-1.svg b/assets/pie-1.svg new file mode 100644 index 0000000..124f1ae --- /dev/null +++ b/assets/pie-1.svg @@ -0,0 +1,247 @@ + + + +12345678910Manipulative +1 diff --git a/assets/pie-2.svg b/assets/pie-2.svg new file mode 100644 index 0000000..610b026 --- /dev/null +++ b/assets/pie-2.svg @@ -0,0 +1,250 @@ + + + +12345678910Manipulative +1Jealous -3 diff --git a/assets/pie-3.svg b/assets/pie-3.svg new file mode 100644 index 0000000..a07e9d6 --- /dev/null +++ b/assets/pie-3.svg @@ -0,0 +1,250 @@ + + + +12345678910Manipulative +1Jealous -3Friendly +1 diff --git a/assets/pie.svg b/assets/pie.svg new file mode 100644 index 0000000..f91b01c --- /dev/null +++ b/assets/pie.svg @@ -0,0 +1,229 @@ + + + +12345678910 diff --git a/build.ninja b/build.ninja new file mode 100644 index 0000000..8b2e865 --- /dev/null +++ b/build.ninja @@ -0,0 +1,31 @@ +# build html +rule md2html + command = m4 -P $in $ + | pandoc $ + --from=markdown+autolink_bare_uris $ + --to=html5 $ + --output=$out $ + --standalone $ + --toc $ + --variable=linkcolor:blue $ + --resource-path=assets $ + --embed-resources=true +build dist/haunt.html: md2html src/haunt.md +build dist/play.html: md2html src/play.md +build html: phony dist/haunt.html dist/play.html + +# build pdf +rule md2pdf + command = m4 -P $in $ + | pandoc $ + --from=markdown+autolink_bare_uris $ + --to=pdf $ + --pdf-engine=xelatex $ + --variable=linkcolor:blue $ + --standalone $ + --toc $ + --resource-path=assets $ + --embed-resources=true $ + --output=$out +build dist/haunt.pdf: md2pdf src/haunt.md +build pdf: phony dist/haunt.pdf diff --git a/dist/haunt.html b/dist/haunt.html new file mode 100644 index 0000000..aa400ad --- /dev/null +++ b/dist/haunt.html @@ -0,0 +1,2129 @@ + + + + + + + + + NO ONE EVER LEAVES + + + +
+

NO ONE EVER LEAVES

+

to haunt and be haunted

+

dozens

+

2025-03-05

+
+ +

THIS +OLD SPOOKY HOUSE WILL BE A MUCH NEEDED FRESH START FOR OUR FAMILY I +CAN’T BELIEVE IT WAS LISTED FOR SO CHEAP SURELY IT WILL BRING US CLOSER +TOGETHER AND WE WILL REGRET ABSOLUTELY NOTHING ABOUT THIS LIFE-ALTERING +DECISION

+

ABOUT

+

This is a game. You are already playing. It is a haunted house game +where each turn a new family moves into the old house, is haunted by the +previous occupants, and ultimately joins their ranks to haunt the next +owners.

+

It is a solo journaling adventure horror game designed specifically +for solo succession play.

+

SAFETY

+

This is a horror game. It is designed to evoke strong feeling +including creeping horror, acute terror, isolation, and +dissociation.

+

So be careful. After each hand, or after each phase at the very +least, check in with yourself and see how you’re doing. Check for +elevated heart rate, agitation, breathing quickly. And then take a +break.

+

GETTING STARTED

+

You will need:

+ +

OVERVIEW

+

This game is like your favorite 7-layer dip: it’s got layers!

+

The game consists of turns. One turn is a complete playthrough during +which a family will move into the house, have experiences, and +ultimately succumb to the haunting. Subsequent turns tell the story of +other families encountering the house.

+

A turn is made up four distinct phases: the move in, the haunting, +entrapment, and the finale.

+

Each phase plays out via a number of hands. Each hand starts with a +series of experiences, which are assigned to memories. The hand ends +with all of the characters involved having reactions. And finally, the +tension will either escalate or deescalate based on their reactions and +convictions.

+

When all of the hands in a phase has been played, then it’s time to +move on to the next phase.

+

When all of the phases in a turn have been played, then that turn is +over. You can start a new turn, Or if you are playing the succession +rules, you can pass the game on to the next player.

+

HOW TO PLAY

+

Sound fun? Here’s how to play!

+
    +
  1. FAMILY: At the start of each turn, create a new family

  2. +
  3. PHASES: Separate your deck of cards into four suits. Shuffle each +suit separately, and keep them separated. There is one suit for each +distinct phase of play: first clubs, then diamonds and hearts, and +finally spades.

  4. +
  5. OVERTONE: At the start of each phase, draw a card to establish the Overtone.

    +

    Hint: when drawing for tone or making other auxiliary or supplemental +draws, draw from a suit / phase pile that is currently not being used so +that you don’t deplete your current hand of experiences.

  6. +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Phases Of Play
SuitPhaseDescription
CLUBSArrivalNew beginnings. Family moves into house. +Ignorance, hope, beginnings, structure, opportunity
DIAMONDSHauntingWeird stuff happens. Conflict, corruption, +deception, secrets
HEARTSTrappedTry to leave but cannot. Isolation, +violence, courage, delirium, captivity, prophecy, aid
SPADESFinaleEntombed, succumb to the house. Surrender, +judgment, ending, renewal, loss
+
    +
  1. UNDERTONE: Draw a card to establish the undertone. This marks the +start of a new hand.

  2. +
  3. EXPERIENCES: Deal c6 cards facedown into +a single hand. Turn the cards in hand face up one at a time, looking +each one up on the Experiences Table. +Resolve them one at a time, or consider them together all at +once.

  4. +
  5. JOURNAL: Pause to consider your experiences and make a note in +your journal. Add your experiences to your memories if you can.

  6. +
  7. REACTIONS: Decide or randomly choose which family member(s) and +haunt(s) are involved in, or most effected by, the experiences from this +hand. Have each of them react and then add up +all of their conviction together. If the total +is greater than zero, a terrible haunting manifests: things get +complicated and the tension gets worse. If it is zero or less, then +things let up. Some of the tension resolves.

  8. +
  9. CONTINUE: Repeat until you have finished the clubs phase. +Continue with the diamonds, hearts, and spades phases. Whenever you turn +over the King of spades, your family immediately succumbs to the house. +Add them family to the Ledger so they can haunt the next +family.

  10. +
  11. FADING: Erode the memories of the +existing haunts in the Ledger.

  12. +
  13. REPEAT

  14. +
+

TONE

+ + + + + + + + + + + + + + + + + + + + + +
Tone
CardResultDescription
Red or A - 6BrightIntense, loud, boisterous, violent, +passionate, reckless, mocking, frivolous
Black or 7 - QDarkMelancholy, quiet, intense, contemplative, +weary, brooding, cool, quiet, introspective, calculating
+

Look, this is a haunted house story. It’s always going to be kind of +dark and spooky. But the tone is more nuanced than that, and it changes +over time. A shift in tone marks shift between scenes, and gives each +one its own specific flavor of spookiness.

+

There are two times you will establish tone during play:

+
    +
  1. At the start of each phase, draw one card to establish the +Overtone. Allow this overtone to color your experiences and inform the +overall mood throughout all phases of play.

  2. +
  3. At the start of each hand, draw an Undertone. If the overtone is +the big picture feeling, the untertone is a lens that focuses on this +particular moment, these few experiences.

  4. +
+

RANDOM NUMBERS

+

Playing cards can be used with little to no effort to simulate +rolling four-sided, six-sided, and ten-sided dice.

+

That said, it is even less effort to use dice if you have them +around. So, optional rule: you can use dice if you want to.

+

But the default rules are to use cards. So here’s how to do that!

+

A NOTATION FOR RANDOM NUMBERS USING CARDS

+

But first:

+

The phrase “Draw on the ‘Random Number Between 1 And 6’ table” or +even “draw a number between 1 and 6” can grow to be tedious and verbose. +Let’s develop a convenient shorthand.

+

To roll a six-sided die is to “roll d6.” So let’s say that to draw a +random number between 1 and 6 is to “draw c6.” Where d = dice, c = +card.

+

Let’s use this notation from now on. When you see “draw c6” now +you’ll now what that means. And if you see “draw 2c6” you’ll know that +means to draw twice on the ‘Random Number Between 1 And 6’ table, and so +on.

+

NUMBERS BETWEEN 1 AND 4

+

You can use cards to simulate a four-sided die to get a random number +between 1 and 4.

+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Random Number Between 1 And +4
CardResult
CLUBS1
DIAMONDS2
HEARTS3
SPADES4
+

NUMBERS BETWEEN 1 AND 6

+

This one is the most complicated because it requires a little math +(dividing and rounding). But it’s not that bad and you’ll get the hang +of it once you do it a few times. You got this.

+

To use cards instead of a six-sided die, divide a card’s value by 2 +rounding down. Ignore aces.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Random Number Between 1 And +6
CardResult
ADraw again
2 - 31
4 - 52
6 - 73
8 - 94
10 - J5
Q - K6
+

NUMBERS BETWEEN 1 AND 10

+

Getting a random number between 1 and 10 is simple. Draw a card and +look at its value. A = 1, 2 = 2 … 9 = 9, 10 = 10. Ignore jacks, queens, +and kings and draw again.

+

CREATE A FAMILY

+
    +
  1. Draw an era for this haunting. The house is present in the past, +present, and future simultaneously. Just like you are. Make up a +location for the house that is interesting to you. You can be familiar +with it or not. What does the house look like in this time? What do the +neighbors think of it? What do the neighborhood children call it?
  2. +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Era
CardResult
ADraw again
2 - 3Distant past
4 - 5Proximate past
6 - 9Present
10 - JProximate future
Q - KDistant future
+
    +
  1. Family size should be a couple humans. Around 1 - 3. Give them some +names, ages, pronouns, etc. Why did they move here? What new start are +they looking forward to? What are they leaving behind?
  2. +
+ + + + + + + + + + + + + + + + + + + + + + +
Family Size
BlackRed
SingleTwo or more adults
One or more childrenNo Children
Pet(s)No Pets
+
    +
  1. Make a Reaction Wheel for each family +member.
  2. +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Names1
SuitCardNameNameSurname
CLUBSAJosiahTerriPhillips
CLUBS2JeraldLesleySmith
CLUBS3JudahEbonyJohnson
CLUBS4MauricioJulietteWilliams
CLUBS5EugeneMarieBrown
CLUBS6QuincyCiaraJones
CLUBS7AsherMakaylaGarcia
CLUBS8KentCandaceMiller
CLUBS9LeslieEthelDavis
CLUBS10FelixShellyRodriguez
CLUBSJFelipeReeseMartinez
CLUBSQGuillermoAllieHernandez
CLUBSKEricShirleyLopez
DIAMONDSAEmanuelLilaGonzalez
DIAMONDS2FinnHannaWilson
DIAMONDS3ChristopherKarenAnderson
DIAMONDS4BartPaolaThomas
DIAMONDS5AronBeulahTaylor
DIAMONDS6CarloJamesMoore
DIAMONDS7NedMaciJackson
DIAMONDS8IgnacioAdalynMartin
DIAMONDS9AydenCamilaLee
DIAMONDS10LorenzoHopePerez
DIAMONDSJEliasTonyaThompson
DIAMONDSQTuckerMyaWhite
DIAMONDSKKellenSageHarris
HEARTSALelandCassidySanchez
HEARTS2GuyKarlaClark
HEARTS3KirbyMaeveRamirez
HEARTS4OwenSuzanneLewis
HEARTS5IvanShelbyRobinson
HEARTS6ClevelandJulissaWalker
HEARTS7JonathanBrendaYoung
HEARTS8DillonBreannaAllen
HEARTS9EllisEuniceKing
HEARTS10BrandenSashaWright
HEARTSJEmmettKrystalScott
HEARTSQBarrettKerriTorres
HEARTSKEverettTanyaNguyen
SPADESABrooksKiaraHill
SPADES2CurtisJasmineFlores
SPADES3AlijahKaylinGreen
SPADES4RomeoHaydenAdams
SPADES5NickLaceyNelson
SPADES6DrewGiannaBaker
SPADES7TracyArielHall
SPADES8ForestAmiraRivera
SPADES9JustinPamelaCampbell
SPADES10CarsonAddisonMitchell
SPADESJLukasSusieCarter
SPADESQArnoldPennyRoberts
SPADESKJoaquinRavenGomez
+

REACTIONS

+

Both occupants and haunts are nuanced and unpredictable people +capable of a variety of reactions.

+
    +
  1. Draw on the Reactions +table

  2. +
  3. Draw c6 to determine the reaction +Conviction:

    +
      +
    1. -3
    2. +
    3. -2
    4. +
    5. -1
    6. +
    7. +1
    8. +
    9. +2
    10. +
    11. +3
    12. +
  4. +
  5. Draw c6 to determine the Reaction Likelihood: 1 - 6.

  6. +
  7. Fill in a number of segments on the character’s reaction track +equal to the Reaction Likelihood. Label it with the Reaction and +Conviction.

  8. +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Reactions
SuitCardReaction
RedALonely
Red1Confused
Red2Yearning
Red3Remorseful
Red4Sorrowful
Red5Compassionate
Red6Frightened
Red7Emotional
Red8Professional
Red9Trusting
Red10Honest
RedJDecisive
RedQFriendly
RedKCurious
BlackASuspicious
Black1Violent
Black2Brutal
Black3Arrogant
Black4Agitated
Black5Patient
Black6Jealous
Black7Haughty
Black8Frightened
Black9Guilty
Black10Manipulative
BlackJBroken
BlackQAggressive
BlackKDishonest
+

Example: here is a blank reaction wheel:

+
+ + + + + + + + + + + + + + + + + + + + + + + + +12345678910 + + +
+Figure: Blank Reaction Wheel +
+
+

Let’s fill it out.

+

I start by drawing 3 cards, 1 for Reaction, 1 for Conviction, and one +for Likelihood.

+

I drew 10 CLUBS, 9 HEARTS, and Q CLUBS. That’s “Manipulative +1” and +6. So I’ll fill in 6 segments and label it, and will keep drawing until +all 10 segments are filled.

+
+ +
+Figure: Reaction Wheel Step 1 +
+
+

Next hand is 6 CLUBS, A CLUBS, and 6 DIAMONDS. That’s “Jealous -3, 3” +So I’ll fill in the next 3 segments with “Jealous -3”.

+
+ +
+Figure: Reaction Wheel Step 2 +
+
+

Only 1 segment left. It doesn’t really matter what my Conviction is; +this next hand will complete the track.

+

Q DIAMONDS, 9 CLUBS, A DIAMONDS = “Friendly +1” … and we normally +would need to redraw the Ace. But again, there’s only one segment left, +so it doesn’t matter.

+
+ +
+Figure: Reaction Wheel Step 3 +
+
+

Now we have a complete Reaction Track! From now on, When you are +uncertain how a haunt or occupant would react to a situation, draw c10 +on this chart, and then you’ll know!

+

EXPERIENCES

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Experiences
SuitCardExperience
CLUBSACreaky floors
CLUBS2Doors won't stay closed
CLUBS3Mysterious drafts
CLUBS4Unexplained thumps and thuds and +creaks
CLUBS5Lights flickering and turning on by +themselves
CLUBS6Strange smells
CLUBS7Unusual hot and cold spots
CLUBS8Uneven floors
CLUBS9Inexplicable shadows
CLUBS10Old secret spaces or hidden rooms
CLUBSJPaint peeling off in layers
CLUBSQWallpaper won't stay on
CLUBSKOutdated plumbing
DIAMONDSAAnimal infestation
DIAMONDS2Things moving around on their own, not +being where you left them
DIAMONDS3Everyday things suddenly appear menacing +to you for no reason
DIAMONDS4Insomnia
DIAMONDS5Things constantly going missing and aren't +there where you put them down just moments ago
DIAMONDS6Creepy neighbors
DIAMONDS7Sleepwalking
DIAMONDS8Voices coming from the attic
DIAMONDS9Electronics stop working
DIAMONDS10Feeling like you're being watched
DIAMONDSJPets/animals acting strange
DIAMONDSQBeing ostracized by the neighbors
DIAMONDSKThe feeling that this has all happened +before
HEARTSAThe feeling that nobody believes you
HEARTS2The feeling that you're in danger
HEARTS3Hearing laughter or cyring somewhere in +the house
HEARTS4You try to leave but end up back in the +house
HEARTS5You wake up in a different room than where +you went to sleep
HEARTS6All of the food spoils and rots much +faster than it should
HEARTS7You see things out of the corner of your +eye
HEARTS8You are certain that you are not +alone
HEARTS9You find messages that only you can +see
HEARTS10The feeling that somebody is trying to +harm you
HEARTSJPersistant whispering and knocking from +the other room
HEARTSQYou can hear footsteps when you're home +alone
HEARTSKSeeing reflections of people in mirrors +who aren't there
SPADESAObject fly off the shelves
SPADES2Furniture moves itself
SPADES3The feeling that somebody brushed past you +when nobody's there
SPADES4All the electronics suddenly turn on at +full volume at the same time
SPADES5Ghostly figures appearing and +disappearing
SPADES6Shadowy figures darting through hallways +and appearing in doorways
SPADES7The pervasive smell of rotting meat coming +from inside the walls
SPADES8Sudden intense chills. You are certain +somebody is watching you.
SPADES9Bruises appear on your body in the shape +of a handprint
SPADES10Vivid recurring nightmares
SPADESJWaking up feeling like something is +sitting on your chest
SPADESQScratches on the walls like a human or +beast clawed at it
SPADESKYou become one with the house
+

Optionally, you may draw c4 for Proximity for +an experience.

+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Proximity
CardProximity
CLUBSDistant
DIAMONDSNear but in another part of the house
HEARTSClose, in this room
SPADESHERE AND NOW
+

MEMORIES

+

A memory is a container for experiences, a way to periodically +summarize a character’s experiences in the house. The character will +carry their memories with them into the afterlife when they become a +haunt, at which point their memories will slowly erode until they +eventually lose touch and forget what brought them here.

+

A character has four memory slots.

+

Each memory can hold up to four experiences.

+

You can add experiences to memory slots in any order, grouping them +thematically, crossing out experiences and adding new ones, etc. +Memories change over time after all.

+

When a memory is complete, when it holds four experiences and seems +stable, write a short line summarizing it.

+

For haunts, memories erode at the end of each turn. For each haunt draw c6. On a six, cross out one extant experience, +or one empty memory.

+

What does it mean when you can no longer remember any experiences +that make up a memory? What happens to a haunt who longer has any +memories?

+ +

APPENDIX: LIST OF TABLES

+ +

APPENDIX: GLOSSARY

+
+
Conviction:
+
+

A number between -3 and +3 that describes how strong a reaction is. +When added together with all other convictions at the end of a hand, +determines whether the scene ends with escalation or deescalation.

+
+
Experience:
+
+

A single thing that happens during a single scene. Corresponds to a +single draw during a game phase. Usually happens in groups of +experiences called hands.

+
+
Hand:
+
+

One scene. A single deal of 1 - 6 experiences. Hands are dealt +repeatedly until the current phase is over.

+
+
Haunt:
+
+

A ghostly resident of the house. A shade of a former occupant made up +of fading memories and strong reactions.

+
+
Likelihood
+
+

A number between 1 and 6 associated with a reaction that is both how +many segments of a reaction wheel +a reaction occupies, and also the percent chance that a character reacts +that way during a hand.

+
+
Memory:
+
+

Comprised of up to four experiences. Memories are built up during an +occupant’s time in the house, and then slowly decay over time after they +become haunts.

+
+
Phase:
+
+

One of four periods of play comprised of a number of hands

+
+
Reaction:
+
+

A reaction or temperament, but also its conviction and likelihood.

+
+
Reaction wheel
+
+

A ten-section clock, wheel, or track that tracks the likelihood and +strength (conviction) of a character’s possible reaction to a scene.

+
+
Succession
+
+

A style of play where the game is played using the solo rules, but +also passed each turn from player to player in succession. Hence the +name.

+
+
Tone:
+
+

Bright vs Dark. Each phase has an overtone, and each hand has an +undertone. Together, overtone and undertone describe the overall vibe or +mood of a scene.

+
+
Turn:
+
+

One complete playthrough of all four phases. A complete narrative +experience of a family moving in, being haunted, and succumbing to the +house. During succession play, the end of a turn is when the game is +passed to the next player.

+
+
+

APPENDIX: PLAYSHEET

+

TURN

+ +

FAMILY

+ +

CHARACTER

+
    +
  1. Name/Age:

  2. +
  3. Description:

  4. +
+ + + + + + + + + + + + + + + + + + + + + + + + +12345678910 + + +

Memories:

+
    +
  1. Summary:

    +
      +
    1. Experience:
    2. +
    3. Experience:
    4. +
    5. Experience:
    6. +
    7. Experience:
    8. +
  2. +
  3. Summary:

    +
      +
    1. Experience:
    2. +
    3. Experience:
    4. +
    5. Experience:
    6. +
    7. Experience:
    8. +
  4. +
  5. Summary:

    +
      +
    1. Experience:
    2. +
    3. Experience:
    4. +
    5. Experience:
    6. +
    7. Experience:
    8. +
  6. +
  7. Summary:

    +
      +
    1. Experience:
    2. +
    3. Experience:
    4. +
    5. Experience:
    6. +
    7. Experience:
    8. +
  8. +
+

HAND:

+ +

APPENDIX: MAP OF THE HOUSE

+
+map of the house + +
+

APPENDIX: CARD MEANINGS

+

Additional meaning of cards inspired by tarot and numerology. If you +are ever looking for a little extra inspiration, then draw a card and +consider its meaning based on your own intuition, or based on the tables +here.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Suit Meanings
suitclasselementdomainmeaning
swords/spadesnobility, militaryair: cold and dryunderstandinglogic, ideas, intellect, +communication
cups/heartsclergywater (steam): hot and wetcompassionspirituality, emotion, love, +relationships
pentacles/diamondsmerchantsearth (mud): cold and wetopportunitynature, physicality, wealth, +stability
wands/clubsartisans, laborersfire: hot and drymagicpassion, inspiration, willpower, +creativity
+

This is a hierarchical order from the tarot based on social clout and +social status: clubs represent artisans and laborers, and are the lowest +rank; diamonds are the merchant class; hearts the clergy; and spades, +the military and nobility, rule the suits. This is also, come to find +out, the same order used for contract bridge.

+

An alternate order based on the tarot symbolizes the manifestation of +the spiritual (clubs/wands) to the physical (diamonds/pentacles), +through emotion (hearts/cups), and intellect (spades/swords). The +classical elements associated with these realms are fire (clubs), water +(hearts), air (spades), and earth (diamonds). Using this sequence, low +to high (diamonds, spades, hearts, clubs), to evoke the sublimation of +the physical to the spiritual is certainly appropriate for this game as +you guide your families from their earthen forms to their new ghostly +ones.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Card Meanings
CardMeaning
AceBeginning, opportunity
TwoBalance, duality
ThreeGrowth, creativity
FourStability, structure
FiveChange, conflict
SixCooperation, communication
SevenKnowledge, reflection
EightAccomplishment, mastery
NineAttainment, fruition
TenCompletion, renewal
JackKnows (domain)
QueenHas (domain)
KingIs (domain)
+

APPENDIX: +EXPLORING THE HIDDEN DEPTHS OF THE BASEMENT

+

This is the exploration and mapping minigame.

+

You will need:

+ +

DO NOT GO INTO THE BASEMENT!

+

But sometimes you might have to go into the basement. Either of your +own volition and choosing, or because a card instructed you to.

+

Deal out 24 cards and add the King of Spades so that you now have 25 +cards. The King of Spades represents your GOAL, your reason for entering +the basement. Shuffle your cards and deal them facedown into a staggered +5x5 grid

+
  ABCDEFGHIJ
+1  o o o o o
+2 o o o o o
+3  o o o o o
+4 o o o o o
+5  o o o o o
+6 o o o o o
+

Choose a card, e.g. A4, and flip it face up. This is the basement +entrance. If/when you turn over a card of the same color and value, this +is an exit to a deeper level of the basement. For example, If the +basement entrance is the Five of Hearts, then the Five of Diamonds is an +exit.

+

When entering a new room, turn that card over and look it up on the +exploration table. Then roll 3d6 to determine the exits for that +room/area.

+
     1
+   .---.
+ 6 |   | 2
+   |   |
+ 5 |   | 3
+   '---'
+     4
+

Doubles = A hallway, (10 x pips) feet long

+

Triples = No exit!

+

The layout of the basement is bewildering and disorienting. You will +often find doors leading back into rooms where there was no door +before.

+

Some rooms are not reachable by any door or hallway. Remove them from +the grid.

+

Key:

+ +

APPENDIX: NO CARDS NO PROBLEM

+

Featuring patent pending FINGER JAB technology! All you gotta do is +close your eyes and jab your finger a few times at this table or bounce +the eraser of your pencil on it a few times or wave your pen around over +head a few times and then let it fall on the page. There! Now you have a +random card.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +2CLUBS + +4CLUBS + +JDIAMONDS + +4HEARTS + +10HEARTS + +10CLUBS + +KDIAMONDS + +2SPADES + +5CLUBS + +7DIAMONDS + +KCLUBS + +7CLUBS + +10DIAMONDS + +QCLUBS + +ACLUBS + +ASPADES + +3SPADES + +4SPADES + +8DIAMONDS + +10SPADES + +2DIAMONDS + +6SPADES + +3DIAMONDS + +AHEARTS + +8HEARTS + +JSPADES + +6HEARTS + +9SPADES + +KSPADES + +8SPADES + +ADIAMONDS + +KHEARTS + +7HEARTS + +9HEARTS + +8CLUBS + +3HEARTS + +QSPADES + +2HEARTS + +JCLUBS + +9CLUBS + +5DIAMONDS + +QHEARTS + +QDIAMONDS + +4DIAMONDS + +6CLUBS + +3CLUBS + +5HEARTS + +JHEARTS + +5SPADES + +6DIAMONDS + +7SPADES + +9DIAMONDS + + +
+Figure: Finger Jab Card Table +
+
+

APPENDIX: CREDIT AND +INSPIRATION

+

Stuff I have been reading, watching, playing, thinking about while +making this

+
+
Haunted Houses
+
+

American Horror Story Murder House

+
+
+

House of Leaves

+
+
Card and Dice Mechanics
+
+

Alone Among The Stars: https://noroadhome.itch.io/alone-among-the-stars

+
+
+

The Quiet Year: https://buriedwithoutceremony.itch.io/the-quiet-year

+
+
+

Swords Without Master: https://epidiah.itch.io/worlds-without-master-issue-3

+
+
+

No Cards No Problem: https://serialprizes.itch.io/no-cards-no-problem-0c0p

+
+
+

One Page Solo Engine: https://inflatablestudios.itch.io/one-page-solo-engine

+
+
+

Odd Folk: https://maxwellander.itch.io/oddfolk

+
+
Memories as Inventory
+
+

Thousand Year Old Vampire: https://timhutchings.itch.io/tyov

+
+
Reactions and Conviction
+
+

Cloud Empress Solo Rules: https://cloudempress.com/

+
+
Card based exploration
+
+

Cardtography: https://koboldpress.com/howling-tower-cardtography/

+
+
+

Carta SRD: https://peachgardengames.itch.io/carta-srd

+
+
+

APPENDIX: DEVLOG

+

2025-03-05

+

I started working on this game while out of town visiting family. I +have none of my usual game design tools here. That is, no role-playing +dice. What I do have at the old family house is almost a dozen decks of +playing cards. Nobody here ever played/plays card games together. No gin +rummy or hearts or spades. Not for the adults anyway. There were fits of +slapjack and go fish and crazy 8s amongst the children. But none for the +adults, not that I remember. But there are sometimes simultaneous +marathon sessions of solitaire. This family likes to do things alone +together.

+

Which is yet another way to achieve group play with solo rules. Been +doing it here for generations, in the succession game of this old family +house.

+

Anyway, given the absence of other things to play with, I have +decided that this game will mostly use playing cards for randomness, +oracles, resolution, etc.

+

2025-03-04

+

I saw a thread on discord somewhere about GROUP PLAY WITH SOLO RULES +. I can’t find it any longer. But the idea took root. What intrigued me +about it was not the idea actual collaborative group play that somehow +uses solo rules, but a serial game of solo play using solo +rules in which the world, the characters, the whole game is played with +care and attention and then bundled up and handed off to the next player +upon reaching some kind of landmark or checkpoint. A succession +game.

+

This game came from that idea. The classic haunted house story is a +succession game. It always starts with a naively hopeful family moving +into the old house excited about a life chapter. And there is always a +part where a confused ghosts thinks they still live there and cries out, +Get out of my house! And the plucky young family finally escapes, or +they don’t. And then a newer younger pluckier family moves in. Repeat ad +nauseum.

+

And therein lies the beauty. The haunted house genre comes with the +succession game already built in. There’s nothing else you have to do it +whatsoever. When your family succumbs to the house (or successfully +escapes it), then you wrap up any loose ends and pass the game. This is +the succession game I want to play.

+
+
+
    +
  1. Random selections from the top 1,000 US names (updated +for 2023) from namecensus.com↩︎

  2. +
+
+ + diff --git a/dist/haunt.pdf b/dist/haunt.pdf new file mode 100644 index 0000000..2c27381 Binary files /dev/null and b/dist/haunt.pdf differ diff --git a/dist/play.html b/dist/play.html new file mode 100644 index 0000000..983ca82 --- /dev/null +++ b/dist/play.html @@ -0,0 +1,541 @@ + + + + + + + No One Ever Leaves + + + +
+

No One Ever Leaves

+

Actual Play

+
+ +

TURN 1

+ + +

FAMILY

+ +

PHASE 1: ARRIVAL

+

OVERTONE: Dark

+

Hand 1

+

Undertone: Dark

+

Hand:

+ +

Description:

+

Mya and Guillermo move into the house on the hill. It’s gloomy. Just +like their moods after the move and the long drive. Mya throws open the +windows and the doors to brighten the place up but the shadows continue +to pool and deepen. The doors close of their own volition no matter what +she does. The wallpaper in the foyer peels off in ribbons. Mya blames +Guillermo. Guillermo blames Gomez. Everybody is resentful.

+

Reactions:

+ +

Outcome:

+

Tensions run high. Mya’s remorse and the gloom of the house leaves +her obviously struggling with depression. Guillermo avoids her and +hides, playing with Gomez outside. Mya wonders if this was a +mistake.

+

Hand 2

+

Undertone: Bright

+

Hand:

+ +

Description:

+

Guillermo is playing with a ball and watches it roll from one end of +the great hall all the way to the other. Soon he is skateboarding +through the house, Gomez nipping at his heels. Mya warns him to stop but +he doesn’t listen. He keeps at it until he hits a bump in the uneven +floors that wasn’t there before and falls and breaks his wrist. Mya +confiscates his skateboard and is convinced that Guillermo has been +peeling the paint as retribution for his punishment.

+

Reactions:

+ +

Outcome:

+

Guillermo blows up and insists that he’s telling the truth. He’s +tired of being blamed for the wallpaper and the paint. Mya’s mood +continues to darken.

+

Hand 3

+

UNDERTONE: Dark

+

HAND:

+ +

DESCRIPTION:

+

Water is leaking from somewhere near the upstairs guest bathub. There +is a water spot on the ceiling in the foyer and it is starting to split +the ceiling and drip. Mya is busy trying to get a hold of a plumber who +can come out and fix the leak and also a handyman who can repaint the +ceiling and repair the damage to the house. Guillermo noticed a weird +draft and a slight whistling coming from behind a wallpapered door in +the kitchen and discovers the stairs down to the basement.

+

REACTIONS:

+ +

OUTCOME:

+

Mya and Guillermo avoid each other. She’s busy working on the house, +and he has disappeared into the basement.

+

Hand 4

+

UNDERTONE: Bright

+

HAND:

+ +

DESCRIPTION:

+

Mya makes dinner and tries to spend some quality time with Guillermo +who continues to be withdrawn. The lights keep coming on during the +night when she’s trying to sleep waking her up. And when the lights +aren’t flickering there are strange thumps and thuds that keep her up. +She is sleep deprived and on edge during the day.

+

REACTIONS:

+ +

OUTCOME:

+

Mya has three different electricians out to the house. There is +nothing wrong with the wiring. The plumber has fixed the pipes and the +handyman has repaired the ceiling. She has painted over the spot herself +3 times, but it keeps coming out. She has a carpenter come out to level +the floor where Guillermo fell, but the board keeps popping back up.

+

PHASE 2: HAUNTING

+

UNDERTONE: Dark

+

Hand 1

+

UNDERTONE: Dark

+

HAND: 3 / 2 = 1

+ +

DESCRIPTION: Mya hears voices coming from the attic and thinks that +Guillermo is up there playing by himself. But she hears a voice she +doesn’t recognize. Later asks him who was up there with him and he says +he wasn’t up there at all.

+

REACTIONS:

+ +

OUTCOME: The tension continues to build. Mya accuses Guillermo of +lying to her about stuff. But also starts to believe that something else +is going on. Guillermo resents that his mom seems to keep blaming him +for stuff and won’t listen to him or believe him.

+

Hand 2

+

UNDERTONE: Bright

+

HAND: 8 = 4

+ +

DESCRIPTION: Mya still can’t sleep and decides to embrace it, staying +up all night cooking and cleaning and trying to paint and patch stuff. +She’s a little manic and a little frantic and keeps having late night +experiences where she swears somebody is watching her. She can’t shake a +creeping sense of deja vu, like this has all happened before.

+

Guillermo has been acting weird and keeping to himself and talking to +himself, and the neighborhood kids have started calling him names and +staying away from him. Those who don’t, their parents keep them away +anyway.

+

REACTIONS:

+ +

OUTCOME: The family continues to fracture and isolate. Mya’s insomnia +is leading her to question things. Guillermo is growing weirder and more +peculiar and more angry.

+

Hand 3

+

UNDERTONE: Dark

+

HAND: 5 / 2 = 2

+ +

DESCRIPTION: Guillermo is starting to venture more down into the +basement. Mya starts sleepwalking, will suddenly come to in the middle +of the night out on the lawn in her nihgtgown

+

REACTIONS:

+ +

OUTCOME: Mya tries to get help by seeing a doctor. Is this carbon +monoxide poisoning or something? She gets some professionals to come out +to test the house for a gas leak.

+

Hand 4

+

UNDERTONE: Dark

+

HAND: K / 2 = 6

+ +

DESCRIPTION: (whew this is a lot to tie together. let’s see..) Gomez +Gomez has taken to acting weird: standing in the hallway growling at +nothing, barking randomly during the night, suddenly getting up and +running out of the room. Refuses to go into the basement with Guillermo. +One night, a pair of friggin wild, aggressive coyotes break into the +house. It is terrible and terrifying! They attack and injure Gomez while +he was trying to protect them. Mya grabs a large knife to protect +herself. Her cell phone is dead so she runs into the other room to use +the phone. She puts down the knife to dial 911 but the landline is dead. +And the knife isn’t there any more where she put it down when she hangs +up. From the upstairs window they see some neighbors standing out on the +sidewalk just watching, possibly alerted by the shouting. They bang on +the windows and call for help but they just stand impassively and watch +and don’t move. They get chased through the house and eventually realize +they won’t go near the basement. Mya hasn’t known about it up to now, +but Guillermo leads her to the papered over hidden door and they go down +there and spend the night. In the morning the coyotes are gone and the +house, and the kitchen especially, looks like it has been ransacked.

+

REACTIONS:

+ +

OUTCOME: In the aftermath of the attack, survivors trauma does more +to mend Mya’s and Guillermo’s relationship than moving across the +country into this house, or anything else they’ve done. Not that it does +that much. There’s still plenty of distrust and resentment there. But +it’s a start. They seem recommitted to each others safety and well +being. Guillermo has brought Mya into his increasingly private world by +showing her the basement. She is thankful that his quick thinking was +able to save them. Mya buys a gun. Gomez Gomez has some superficial +wounds treated and is physically fine. But he grows very anxious now if +Mya and Guillermo aren’t together in a room, and always at their side, +even refusing to sleep anywhere but in bed with one of them.

+

PHASE 3: TRAPPED

+

PHASE 4: FINALE

+ + + diff --git a/haunt.tar.gz b/haunt.tar.gz new file mode 100644 index 0000000..f576d68 Binary files /dev/null and b/haunt.tar.gz differ diff --git a/justfile b/justfile new file mode 100644 index 0000000..6dbcad0 --- /dev/null +++ b/justfile @@ -0,0 +1,24 @@ +set quiet + +# list all recipes +default: + just --list --unsorted + +# build html +html: + ninja html + +# build pdf +pdf: + ninja pdf + +# build epub +epub: + echo TODO + +# build all +all: html pdf epub + +# remove built files +clean: + ninja -t clean diff --git a/src/haunt.md b/src/haunt.md new file mode 100644 index 0000000..f606695 --- /dev/null +++ b/src/haunt.md @@ -0,0 +1,990 @@ +m4_changequote(<{{,}}>) +--- +title: NO ONE EVER LEAVES +subtitle: to haunt and be haunted +author: dozens +date: 2025-03-05 +version: 1.0 +status: draft +toc-title: CONTENTS +--- + + +# THIS OLD SPOOKY HOUSE WILL BE A MUCH NEEDED FRESH START FOR OUR FAMILY I CAN'T BELIEVE IT WAS LISTED FOR SO CHEAP SURELY IT WILL BRING US CLOSER TOGETHER AND WE WILL REGRET ABSOLUTELY NOTHING ABOUT THIS LIFE-ALTERING DECISION + +## ABOUT + +This is a game. +You are already playing. +It is a haunted house game +where each turn +a new family moves into the old house, +is haunted by the previous occupants, +and ultimately joins their ranks +to haunt the next owners. + +It is a solo journaling adventure horror game +designed specifically for solo succession play. + +## SAFETY + +This is a horror game. +It is designed to evoke strong feeling +including +creeping horror, +acute terror, +isolation, +and dissociation. + +So be careful. +After each hand, +or after each phase at the very least, +check in with yourself +and see how you're doing. +Check for elevated heart rate, +agitation, +breathing quickly. +And then take a break. + +## GETTING STARTED + +You will need: + +- This book so you can refer + to its rules and tables. + +- A standard deck of 52 playing cards. + Or a browser that can navigate to + https://deck.of.cards/ + +- A journal, + paper or digital, + or some other a way to keep notes + such as dictating to a scribe or notetaker. + +- And a pen or other favorite writing utensil. + If you don't have a favorite writing utensil + then use your least favorite. + +- Time and space to read and think and write and feel. + +## OVERVIEW + +This game is like your favorite 7-layer dip: +it's got layers! + +The game consists of turns. +One turn +is a complete playthrough +during which +a family will move into the house, +have experiences, +and ultimately succumb to the haunting. +Subsequent turns +tell the story of other families +encountering the house. + +A turn is made up four distinct phases: +the move in, +the haunting, +entrapment, +and the finale. + +Each phase plays out +via a number of hands. +Each hand starts with a series of experiences, +which are assigned to memories. +The hand ends with +all of the characters involved +having reactions. +And finally, +the tension will either escalate +or deescalate +based on their reactions +and convictions. + +When all of the hands +in a phase has been played, +then it's time to move on to the next phase. + +When all of the phases +in a turn have been played, +then that turn is over. +You can start a new turn, +Or if you are playing the succession rules, +you can pass the game on to the next player. + +## HOW TO PLAY + +Sound fun? +Here's how to play! + +1. FAMILY: + At the start of each turn, + [create a new family](#create-a-family) + +2. PHASES: + Separate your deck of cards into four suits. + Shuffle each suit separately, + and keep them separated. + There is one suit + for each distinct phase of play: + first clubs, + then diamonds and hearts, + and finally spades. + +3. OVERTONE: + At the start of each phase, + draw a card to + [establish the Overtone](#tone). + + Hint: + when drawing for tone + or making other auxiliary or supplemental draws, + draw from a suit / phase pile + that is currently not being used + so that you don't deplete + your current hand of experiences. + +m4_esyscmd() + +Table: [Phases Of Play]{#table-phases} + +4. UNDERTONE: + Draw a card + to establish the undertone. + This marks the start of a new hand. + +5. EXPERIENCES: + [Deal c6 cards](#table-c6) + facedown into a single hand. + Turn the cards in hand face up + one at a time, + looking each one up on the + [Experiences Table](#table-experiences). + Resolve them one at a time, + or consider them together all at once. + +6. JOURNAL: + Pause to consider your experiences + and make a note in your journal. + Add your experiences + to your memories if you can. + +7. REACTIONS: + Decide or randomly choose + which family member(s) + and haunt(s) + are involved in, + or most effected by, + the experiences + from this hand. + Have each of them [react](#reactions) + and then add up all of their + [conviction](#reactions) together. + If the total is greater than zero, + a terrible haunting manifests: + things get complicated + and the tension gets worse. + If it is zero or less, + then things let up. + Some of the tension resolves. + +7. CONTINUE: + Repeat until you have finished the clubs phase. + Continue with the diamonds, + hearts, + and spades phases. + Whenever you turn over the King of spades, + your family immediately succumbs to the house. + Add them family to the Ledger + so they can haunt the next family. + +8. FADING: + Erode the [memories](#memories) of the existing haunts + in the Ledger. + +9. REPEAT + +## TONE + + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/tone.tsv +}}>) + +Table: [Tone]{#table-tone} + +Look, +this is a haunted house story. +It's always going to be kind of dark and spooky. +But the tone is more nuanced than that, +and it changes over time. +A shift in tone +marks shift +between scenes, +and gives each one +its own specific +flavor +of spookiness. + +There are two times +you will establish tone +during play: + +1. At the start of each phase, + draw one card + to establish the Overtone. + Allow this overtone + to color your experiences + and inform the overall mood + throughout all phases of play. + +2. At the start of each hand, + draw an Undertone. + If the overtone is the big picture feeling, + the untertone is a lens + that focuses on this particular moment, + these few experiences. + +## RANDOM NUMBERS + +Playing cards +can be used with little to no effort +to simulate rolling +four-sided, +six-sided, +and +ten-sided +dice. + +That said, +it is even less effort +to use dice +if you have them around. +So, +optional rule: +you can use dice if you want to. + +But the default rules +are to use cards. +So here's how to do that! + +### A NOTATION FOR RANDOM NUMBERS USING CARDS {#notation} + +But first: + +The phrase +"Draw on the 'Random Number Between 1 And 6' table" +or even +"draw a number between 1 and 6" +can grow to be +tedious +and +verbose. +Let's develop a convenient shorthand. + +To roll a six-sided die is to "roll d6." +So let's say that to draw a random number between 1 and 6 +is to "draw c6." +Where d = dice, +c = card. + +Let's use this notation from now on. +When you see +"draw c6" +now you'll now what that means. +And if you see +"draw 2c6" +you'll know that means +to draw twice on the 'Random Number Between 1 And 6' table, +and so on. + +### NUMBERS BETWEEN 1 AND 4 {#c4} + +You can use cards to simulate a four-sided die to get a random number between 1 and 4. + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/d4-to-cards.tsv +}}>) + +Table: [Random Number Between 1 And 4]{#table-c4} + +### NUMBERS BETWEEN 1 AND 6 {#c6} + +This one is the most complicated +because it requires +a little math +(dividing +and rounding). +But it's not that bad +and you'll get the hang of it +once you do it a few times. +You got this. + +To use cards instead of a six-sided die, +divide a card's value by 2 +rounding down. +Ignore aces. + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/d6-to-cards.tsv +}}>) + +Table: [Random Number Between 1 And 6]{#table-c6} + +### NUMBERS BETWEEN 1 AND 10 {#c10} + +Getting a random number between 1 and 10 is simple. +Draw a card and look at its value. +A = 1, 2 = 2 ... 9 = 9, 10 = 10. +Ignore jacks, queens, and kings +and draw again. + +## CREATE A FAMILY + +1. Draw an era for this haunting. + The house is present + in the past, + present, + and future + simultaneously. + Just like you are. + Make up a location for the house + that is interesting to you. + You can be familiar with it or not. + What does the house look like in this time? + What do the neighbors think of it? + What do the neighborhood children call it? + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/distance-time.tsv +}}>) + +Table: [Era]{#table-era} + +2. Family size should be a couple humans. + Around 1 - 3. + Give them some names, + ages, + pronouns, + etc. + Why did they move here? + What new start are they looking forward to? + What are they leaving behind? + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/family-size.tsv +}}>) + +Table: [Family Size]{#table-size} + +3. Make a [Reaction Wheel](#reactions) for each family member. + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/names.tsv +}}>) + +Table: [Names]{#table-names}[^names] + +[^names]: Random selections from the top 1,000 US names (updated for 2023) from namecensus.com + +## REACTIONS + +Both occupants and haunts +are nuanced and unpredictable people +capable of a variety of reactions. + +1. Draw on the [Reactions table](#table-reactions) + +2. [Draw c6](#c6) to determine the reaction Conviction: + + 1. -3 + 2. -2 + 3. -1 + 4. +1 + 5. +2 + 6. +3 + +3. Draw c6 to determine the Reaction Likelihood: 1 - 6. + +4. Fill in + a number of segments + on the character's reaction track + equal to the Reaction Likelihood. + Label it with the Reaction and Conviction. + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/reaction.tsv +}}>) + +Table: [Reactions]{#table-reactions} + +Example: +here is a blank reaction wheel: + +
+ +m4_esyscmd(<{{ +pic src/images/piechart-blank.t | groff -Tdvi | dvisvgm --optimize=all --no-styles --verbosity=0 --stdin --stdout +}}>) + +
Figure: Blank Reaction Wheel
+
+ +Let's fill it out. + +I start by drawing 3 cards, +1 for Reaction, +1 for Conviction, +and one for Likelihood. + +I drew +10 CLUBS, +9 HEARTS, +and Q CLUBS. +That's "Manipulative +1" and 6. +So I'll fill in 6 segments and label it, +and will keep drawing until all 10 segments are filled. + +
+![](pie-1.svg) +
Figure: Reaction Wheel Step 1
+
+ +Next hand is +6 CLUBS, +A CLUBS, +and 6 DIAMONDS. +That's "Jealous -3, 3" +So I'll fill in the next 3 segments with "Jealous -3". + +
+![](pie-2.svg) +
Figure: Reaction Wheel Step 2
+
+ +Only 1 segment left. +It doesn't really matter what my Conviction is; +this next hand will complete the track. + +Q DIAMONDS, +9 CLUBS, +A DIAMONDS = +"Friendly +1" ... +and we normally would need to redraw the Ace. +But again, +there's only one segment left, +so it doesn't matter. + +
+![](pie-3.svg) +
Figure: Reaction Wheel Step 3
+
+ +Now we have a complete Reaction Track! +From now on, +When you are uncertain +how a haunt or occupant +would react to a situation, +draw c10 +on this chart, +and then you'll know! + +## EXPERIENCES + +m4_esyscmd() + +Table: [Experiences]{#table-experiences} + +Optionally, +you may +[draw c4](#table-c4) +for Proximity +for an experience. + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/distance-space.tsv +}}>) + +Table: [Proximity]{#table-proximity} + +## MEMORIES + +A memory is a container for experiences, +a way to periodically summarize +a character's experiences in the house. +The character will carry their memories +with them into the afterlife +when they become a haunt, +at which point their memories +will slowly erode +until they eventually lose touch +and forget what brought them here. + +A character has four memory slots. + +Each memory can hold up to four experiences. + +You can add experiences to memory slots +in any order, +grouping them thematically, +crossing out experiences and adding new ones, +etc. +Memories change over time after all. + +When a memory is complete, +when it holds four experiences +and seems stable, +write a short line summarizing it. + +For haunts, +memories erode at the end of each turn. +For each haunt +[draw c6](#table-c6). +On a six, +cross out one extant experience, +or one empty memory. + +What does it mean +when you can no longer remember +any experiences +that make up a memory? +What happens to a haunt +who longer has any memories? + + +## APPENDIX: LIST OF TABLES + +- [PHASES OF PLAY](#table-phases) +- [TONE](#table-tone) +- [RANDOM NUMBER BETWEEN 1 AND 4](#table-c4) +- [RANDOM NUMBER BETWEEN 1 AND 6](#table-c6) +- [ERA](#table-era) +- [FAMILY SIZE](#table-size) +- [NAMES](#table-names) +- [REACTIONS](#table-reactions) +- [EXPERIENCES](#table-experiences) +- [PROXIMITY](#table-proximity) +- [SUIT MEANINGS](#table-suits) +- [CARD MEANINGS](#table-card-meanings) + +## APPENDIX: GLOSSARY + +[Conviction]{#glossary-conviction}: + +: A number between -3 and +3 + that describes how strong a reaction is. + When added together with all other convictions + at the end of a hand, + determines whether the scene ends + with escalation + or deescalation. + +[Experience]{#experience}: + +: A single thing that happens + during a single scene. + Corresponds to a single draw + during a game phase. + Usually happens in groups of experiences called hands. + +[Hand]{#glossary-hand}: + +: One scene. + A single deal of 1 - 6 experiences. + Hands are dealt repeatedly + until the current phase is over. + +[Haunt]{#glossary-haunt}: + +: A ghostly resident of the house. + A shade of a former occupant + made up of fading memories + and strong reactions. + +[Likelihood]{#glossary-likelihood} + +: A number between 1 and 6 + associated with a reaction + that is both + how many segments of a + [reaction wheel](#glossary-reaction-wheel) + a reaction occupies, + and also the percent chance + that a character reacts that way + during a hand. + +[Memory]{#glossary-memory}: + +: Comprised of up to four experiences. + Memories are built up during an occupant's + time in the house, + and then slowly decay + over time + after they become haunts. + +[Phase]{#glossary-phase}: + +: One of four periods of play + comprised of a number of hands + +[Reaction]{#glossary-reaction}: + +: A reaction or temperament, + but also its [conviction](#glossary-conviction) + and [likelihood](#glossary-likelihood). + +[Reaction wheel]{#glossary-reaction-wheel} + +: A ten-section clock, wheel, or track + that tracks the likelihood and strength (conviction) + of a character's possible reaction + to a scene. + +[Succession]{#glossary-succession} + +: A style of play + where the game is played + using the solo rules, + but also passed + each turn + from player to player + in succession. + Hence the name. + +[Tone]{#glossary-tone}: + +: Bright vs Dark. + Each phase has an overtone, + and each hand has an undertone. + Together, + overtone and undertone + describe the overall vibe + or mood + of a scene. + +[Turn]{#glossary-turn}: + +: One complete playthrough + of all four phases. + A complete narrative experience + of a family moving in, + being haunted, + and succumbing to the house. + During succession play, + the end of a turn + is when the game is passed to the next player. + + +## APPENDIX: PLAYSHEET + +TURN + +- Era: + +- Overtone: + +- House description: + +FAMILY + +- What are you leaving behind? + +- What fresh start are you looking forward to? + +CHARACTER + +1. Name/Age: + +3. Description: + +m4_esyscmd(<{{ +pic src/images/piechart-blank.t | groff -Tdvi | dvisvgm --optimize=all --no-styles --verbosity=0 --stdin --stdout +}}>) + +Memories: + +1. Summary: + + 1. Experience: + 2. Experience: + 3. Experience: + 4. Experience: + +2. Summary: + + 1. Experience: + 2. Experience: + 3. Experience: + 4. Experience: + +3. Summary: + + 1. Experience: + 2. Experience: + 3. Experience: + 4. Experience: + +4. Summary: + + 1. Experience: + 2. Experience: + 3. Experience: + 4. Experience: + +HAND: + +- Undertone: + +- Hand: + +- Description: + +- Reactions: + +- Outcome: + + +## APPENDIX: MAP OF THE HOUSE + +![map of the house](floorplan.jpg) + +## APPENDIX: CARD MEANINGS + +Additional meaning of cards +inspired by tarot +and numerology. +If you are ever looking for a little extra inspiration, +then draw a card and consider its meaning +based on your own intuition, +or based on the tables here. + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/suit-meaning.tsv +}}>) + +Table: [Suit Meanings]{#table-suits} + +This is a hierarchical order +from the tarot +based on social clout and social status: +clubs represent artisans and laborers, +and are the lowest rank; +diamonds are the merchant class; +hearts the clergy; +and spades, +the military and nobility, +rule the suits. +This is also, +come to find out, +the same order used for contract bridge. + +An alternate order +based on the tarot +symbolizes the manifestation +of the spiritual (clubs/wands) +to the physical (diamonds/pentacles), +through emotion (hearts/cups), +and intellect (spades/swords). +The classical elements associated with these realms are +fire (clubs), +water (hearts), +air (spades), +and earth (diamonds). +Using this sequence, +low to high +(diamonds, spades, hearts, clubs), +to evoke +the sublimation of the physical +to the spiritual +is certainly appropriate for this game +as you guide your families +from their earthen forms +to their new ghostly ones. + +m4_esyscmd(<{{ +pandoc -f tsv -t markdown src/tables/card-meaning.tsv +}}>) + +Table: [Card Meanings]{#table-card-meanings} + + +## APPENDIX: EXPLORING THE HIDDEN DEPTHS OF THE BASEMENT + +This is the exploration and mapping minigame. + +You will need: + +- A deck of cards + +DO NOT GO INTO THE BASEMENT! + +But sometimes you might have to go into the basement. +Either of your own volition and choosing, +or because a card instructed you to. + +Deal out 24 cards +and add the King of Spades +so that you now have 25 cards. +The King of Spades represents +your GOAL, +your reason for entering the basement. +Shuffle your cards +and deal them facedown into a staggered 5x5 grid + +``` + ABCDEFGHIJ +1 o o o o o +2 o o o o o +3 o o o o o +4 o o o o o +5 o o o o o +6 o o o o o +``` + +Choose a card, +e.g. A4, +and flip it face up. +This is the basement entrance. +If/when you turn over a card of the same color and value, +this is an exit to a deeper level of the basement. +For example, +If the basement entrance is the Five of Hearts, +then the Five of Diamonds is an exit. + +When entering a new room, +turn that card over +and look it up +on the exploration table. +Then +roll 3d6 +to determine +the exits +for that room/area. + +``` + 1 + .---. + 6 | | 2 + | | + 5 | | 3 + '---' + 4 +``` + +Doubles = A hallway, (10 x pips) feet long + +Triples = No exit! + +The layout of the basement +is bewildering +and disorienting. +You will often find doors +leading back into rooms where there was no door before. + +Some rooms are not reachable +by any door or hallway. +Remove them from the grid. + +Key: + +- J, Q, K: something good, a small comfort or respite +- Black A - 10: nothing +- Red A - 10: something bad + +## APPENDIX: NO CARDS NO PROBLEM + +Featuring patent pending +FINGER JAB +technology! +All you gotta do +is close your eyes +and jab your finger +a few times at this table +or bounce the eraser of your pencil +on it a few times +or wave your pen around over head a few times +and then let it fall on the page. +There! +Now you have a random card. + +
+ +m4_esyscmd(<{{ +pic src/images/cards.t | groff -Tdvi | dvisvgm --optimize=all --no-styles --verbosity=0 --stdin --stdout +}}>) + +
Figure: Finger Jab Card Table
+
+ +## APPENDIX: CREDIT AND INSPIRATION + +Stuff I have been reading, +watching, +playing, +thinking about +while making this + +Haunted Houses + +: American Horror Story Murder House + +: House of Leaves + +Card and Dice Mechanics + +: Alone Among The Stars: https://noroadhome.itch.io/alone-among-the-stars + +: The Quiet Year: https://buriedwithoutceremony.itch.io/the-quiet-year + +: Swords Without Master: https://epidiah.itch.io/worlds-without-master-issue-3 + +: No Cards No Problem: https://serialprizes.itch.io/no-cards-no-problem-0c0p + +: One Page Solo Engine: https://inflatablestudios.itch.io/one-page-solo-engine + +: Odd Folk: https://maxwellander.itch.io/oddfolk + +Memories as Inventory + +: Thousand Year Old Vampire: https://timhutchings.itch.io/tyov + +Reactions and Conviction + +: Cloud Empress Solo Rules: https://cloudempress.com/ + +Card based exploration + +: Cardtography: https://koboldpress.com/howling-tower-cardtography/ + +: Carta SRD: https://peachgardengames.itch.io/carta-srd + +## APPENDIX: DEVLOG + +[2025-03-05]{#dev-2025-03-05} + +I started working on this game while out of town visiting family. I have none of my usual game design tools here. That is, no role-playing dice. What I do have at the old family house is almost a dozen decks of playing cards. Nobody here ever played/plays card games together. No gin rummy or hearts or spades. Not for the adults anyway. There were fits of slapjack and go fish and crazy 8s amongst the children. But none for the adults, not that I remember. But there are sometimes simultaneous marathon sessions of solitaire. This family likes to do things alone together. + +Which is yet another way to achieve group play with solo rules. Been doing it here for generations, in the succession game of this old family house. + +Anyway, given the absence of other things to play with, I have decided that this game will mostly use playing cards for randomness, oracles, resolution, etc. + +[2025-03-04]{#dev-2025-03-04} + +I saw a thread on discord somewhere about GROUP PLAY WITH SOLO RULES . I can't find it any longer. But the idea took root. What intrigued me about it was not the idea actual collaborative group play that somehow uses solo rules, but a *serial* game of solo play using solo rules in which the world, the characters, the whole game is played with care and attention and then bundled up and handed off to the next player upon reaching some kind of landmark or checkpoint. A succession game. + +This game came from that idea. The classic haunted house story is a succession game. It always starts with a naively hopeful family moving into the old house excited about a life chapter. And there is always a part where a confused ghosts thinks they still live there and cries out, Get out of my house! And the plucky young family finally escapes, or they don't. And then a newer younger pluckier family moves in. Repeat ad nauseum. + +And therein lies the beauty. The haunted house genre comes with the succession game already built in. There's nothing else you have to do it whatsoever. When your family succumbs to the house (or successfully escapes it), then you wrap up any loose ends and pass the game. This is the succession game I want to play. + diff --git a/src/images/cards.t b/src/images/cards.t new file mode 100644 index 0000000..5141a2f --- /dev/null +++ b/src/images/cards.t @@ -0,0 +1,140 @@ +.PS +boxwid = 0.71 +boxht = 1 +movewid = 0.2 +moveht = 0.2 +down +[ +right +box "2 CLUBS" +move +box "4 CLUBS" +move +box "J DIAMONDS" +move +box "4 HEARTS" +move +box "10 HEARTS" +move +box "10 CLUBS" +] +move +[ +right +box "K DIAMONDS" +move +box "2 SPADES" +move +box "5 CLUBS" +move +box "7 DIAMONDS" +move +box "K CLUBS" +move +box "7 CLUBS" +move +] with .nw at last [].sw - (0,0.2) +move +[ +right +box "10 DIAMONDS" +move +box "Q CLUBS" +move +box "A CLUBS" +move +box "A SPADES" +move +box "3 SPADES" +move +box "4 SPADES" +move +] with .nw at last [].sw - (0,0.2) +move +[ +right +box "8 DIAMONDS" +move +box "10 SPADES" +move +box "2 DIAMONDS" +move +box "6 SPADES" +move +box "3 DIAMONDS" +move +box "A HEARTS" +move +] with .nw at last [].sw - (0,0.2) +move +[ +right +box "8 HEARTS" +move +box "J SPADES" +move +box "6 HEARTS" +move +box "9 SPADES" +move +box "K SPADES" +move +box "8 SPADES" +] with .nw at last [].sw - (0,0.2) +move +[ +right +box "A DIAMONDS" +move +box "K HEARTS" +move +box "7 HEARTS" +move +box "9 HEARTS" +move +box "8 CLUBS" +move +box "3 HEARTS" +] with .nw at last [].sw - (0,0.2) +move +[ +right +box "Q SPADES" +move +box "2 HEARTS" +move +box "J CLUBS" +move +box "9 CLUBS" +move +box "5 DIAMONDS" +move +box "Q HEARTS" +] with .nw at last [].sw - (0,0.2) +move +[ +right +box "Q DIAMONDS" +move +box "4 DIAMONDS" +move +box "6 CLUBS" +move +box "3 CLUBS" +move +box "5 HEARTS" +move +box "J HEARTS" +] with .nw at last [].sw - (0,0.2) +move +[ +right +box "5 SPADES" +move +box "6 DIAMONDS" +move +box "7 SPADES" +move +box "9 DIAMONDS" +] with .nw at last [].sw - (0,0.2) +.PE diff --git a/src/images/piechart-blank.t b/src/images/piechart-blank.t new file mode 100644 index 0000000..1131280 --- /dev/null +++ b/src/images/piechart-blank.t @@ -0,0 +1,53 @@ +.PS +# CONSTANTS +pi = atan2(0, -1); +cx = 1 +cy = 0 +r = 1 + +# CONFIG +circle rad r + +# DRAW PIE SEGMENTS +for i = 1 to 6 do { + a = i * pi / 5 + + x1 = cx + r * cos(a) + y1 = cy + r * sin(a) + + x2 = cx + r * cos(a + pi) + y2 = cy + r * sin(a + pi) + + line from (x1, y1) to (x2, y2) +} + +# DRAW SEGMENT LABELS +# using a macro +# and a 'copy thru' macro here +# because i seem unable +# to access looping variable +# inside of a for loop +# the way i want to. +# meanwhile, +# this seems to work just fine +space = 0.2 +define labeler { + a = ($1 + 0.5) * pi / 5; + "$1" at ( \ + cx + (r + space) * cos(a) * -1, \ + cy + (r + space) * sin(a) \ + ) +} +copy thru @ labeler($1) @ until "YEEEHAW" +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +YEEEHAW +.PE diff --git a/src/play.md b/src/play.md new file mode 100644 index 0000000..120ac12 --- /dev/null +++ b/src/play.md @@ -0,0 +1,488 @@ +--- +title: No One Ever Leaves +subtitle: Actual Play +toc-title: CONTENTS +--- + +## TURN 1 + + + +- ERA: + Proximate Past. + 1950s Mississippi. + +- HOUSE DESCRIPTION: + The house sits alone at the top of a small hill + at the end of a lane + off the main highway through town + by a small pond. + +FAMILY + +- FLEEING: + Mya sacrificed for her job. + Spent too much time there. + When she got sacked + it was like she didn't know who she was any more. + +- SEARCHING: + Time to rekindle her relationship with her son. + +- MYA GOMEZ, AGE 40 + - Reactions + - 1 - 6 Remorseful +2 + - 7 Patient -2 + - 8 - 9 Professional +2 + - Memories + 1. Summary: Something is wrong with this house + - We moved into the house and it was so dark + - The tub is leaking and now the ceiling is damaged. + This place is a disaster. It's falling apart. + What have I done? + - First the plumbing and now the electrical. + Was this a terrible idea? + - Why do these repairs not stick? + 2. Summary: Guillermo is acting out and is uncontrollable + - Guillermo won't stop peeling the wallpaper + - Or the paint + - Guillermo was skating in the house + and broke his wrist. + he got hurt because he won't mind me. + he is reckless + - I haven't seen Guillermo around much lately, + but it's for the better. We've been fighting so much. + But I feel guilty avoiding him. I moved here + to spend time with him. + 3. Summary: I think I'm going crazy + - I can't sleep. The lights, and the noise. + - I think I'm hearing voices of people + who aren't there + - I feel like somebody's watching me. + - This has all happened before. + 4. Summary: + - This house is dangerous because it is destroying my mind + - Unusually aggressive coyotes attacked me in my house. + - + - + +- GUILLERMO GOMEZ, AGE 8 + - Reactions + - 1 - 2 Honest +2 + - 3 - 4 Brutal -1 + - 5 - 6 Remorseful +1 + - 7 - 9 Emotional +2 + - 10 Honest +3 + - Memories + 1. Summary: + - Mom won't listen to me and won't believe me + - Mom is depressed and mopey + - Mom is accusing me of lying to her + - + 2. Summary: I'm all alone and I don't need anybody + - Gomez is my only friend + - Mom doesn't want anything to do with me + - The kids don't play with me + - The parents keep kids away from me. + 3. Summary: + - I fell and hurt myself skating + - Gomez got hurt protecting us from coyotes + - + - + 4. Summary: + - I discovered a wallpapered door, + a secret stairway down to the basement + - The basement saved us from the coyotes + - + - + +- GOMEZ GOMEZ (DOG) + +### PHASE 1: ARRIVAL + +OVERTONE: Dark + +#### Hand 1 + +Undertone: Dark + +Hand: + +- 9C: Inexplicable shadows +- 2C: Doors won't stay closed open +- QC: Wallpaper won't stay on + +Description: + +Mya and Guillermo move into the house on the hill. +It's gloomy. Just like their moods after the move +and the long drive. +Mya throws open the windows and the doors +to brighten the place up +but the shadows continue to pool and deepen. +The doors close of their own volition no matter what she does. +The wallpaper in the foyer peels off in ribbons. +Mya blames Guillermo. +Guillermo blames Gomez. +Everybody is resentful. + +Reactions: + +- Mya: 6 = Remorseful +2 +- Guillermo: 9 = Emotional +2 +- Total: 4 + +Outcome: + +Tensions run high. +Mya's remorse +and the gloom of the house +leaves her obviously struggling with depression. +Guillermo avoids her +and hides, +playing with Gomez outside. +Mya wonders if this was a mistake. + +#### Hand 2 + +Undertone: Bright + +Hand: + +- JC: Paint peeling off in layers +- 8C: Uneven floors +- AC: Creaky floors + +Description: + +Guillermo is playing with a ball +and watches it roll from one end of the great hall +all the way to the other. +Soon he is skateboarding through the house, +Gomez nipping at his heels. +Mya warns him to stop +but he doesn't listen. +He keeps at it +until he hits a bump +in the uneven floors that wasn't there before +and falls and breaks his wrist. +Mya confiscates his skateboard +and is convinced that Guillermo +has been peeling the paint +as retribution for his punishment. + +Reactions: + +- Mya: 1 = Remorseful +2 +- Guillermo: 2 = Honest +2 + +Outcome: + +Guillermo blows up +and insists that he's telling the truth. +He's tired of being blamed +for the wallpaper and the paint. +Mya's mood continues to darken. + +#### Hand 3 + +UNDERTONE: Dark + +HAND: + +- 3C: Mysterious drafts +- 10C: Old secret spaces or hidden rooms +- KC: Outdated plumbing + +DESCRIPTION: + +Water is leaking +from somewhere near +the upstairs guest bathub. +There is a water spot on the ceiling +in the foyer +and it is starting to split the ceiling +and drip. +Mya is busy trying to get a hold of a plumber +who can come out and fix the leak +and also a handyman +who can repaint the ceiling +and repair the damage to the house. +Guillermo noticed a weird draft +and a slight whistling +coming from behind a wallpapered door +in the kitchen +and discovers the stairs down to the basement. + +REACTIONS: + +- Mya: 3 Remorseful +2 +- Guillermo: 10 Honest +3 +- Total: 5 + +OUTCOME: + +Mya and Guillermo avoid each other. +She's busy working on the house, +and he has disappeared into the basement. + +#### Hand 4 + +UNDERTONE: Bright + +HAND: + +- 5C: Lights flickering and turning on by themselves +- 4C: Unexplained thumps and thuds and creaks + +DESCRIPTION: + +Mya makes dinner +and tries to spend some quality time +with Guillermo +who continues to be withdrawn. +The lights keep coming on during the night +when she's trying to sleep +waking her up. +And when the lights aren't flickering +there are strange thumps and thuds +that keep her up. +She is sleep deprived +and on edge during the day. + +REACTIONS: + +- Mya: 8 Professional +2 +- Total: 2 + +OUTCOME: + +Mya has three different electricians out to the house. +There is nothing wrong with the wiring. +The plumber has fixed the pipes +and the handyman has repaired the ceiling. +She has painted over the spot herself 3 times, +but it keeps coming out. +She has a carpenter come out +to level the floor where Guillermo fell, +but the board keeps popping back up. + +### PHASE 2: HAUNTING + +UNDERTONE: Dark + +#### Hand 1 + +UNDERTONE: +Dark + +HAND: 3 / 2 = 1 + +- 8D: Voices coming from the attic + +DESCRIPTION: +Mya hears voices coming from the attic +and thinks that Guillermo +is up there playing by himself. +But she hears a voice she doesn't recognize. +Later asks him who was up there with him +and he says he wasn't up there at all. + +REACTIONS: + +- Mya: 9 / 2 = 4 = Remorseful +2 +- Guillermo: 6 / 2 = 3 = Brutal -1 +- Total: 1 + +OUTCOME: +The tension continues to build. +Mya accuses Guillermo of lying to her about stuff. +But also starts to believe that something else +is going on. +Guillermo resents that his mom +seems to keep blaming him for stuff +and won't listen to him +or believe him. + +#### Hand 2 + +UNDERTONE: Bright + +HAND: 8 = 4 + +- QD: Being ostracized by the neighbors +- 4D: Insomnia +- 10D: Feeling like you're being watched +- KD: The feeling that this has all happened before + +DESCRIPTION: +Mya still can't sleep +and decides to embrace it, +staying up all night +cooking and cleaning +and trying to paint and patch stuff. +She's a little manic and a little frantic +and keeps having late night experiences +where she swears somebody is watching her. +She can't shake a creeping sense of deja vu, +like this has all happened before. + +Guillermo has been acting weird +and keeping to himself +and talking to himself, +and the neighborhood kids have started calling him names +and staying away from him. +Those who don't, +their parents keep them away anyway. + +REACTIONS: + +- Mya: 7 / 2 = 3 = Remorseful +2 +- Guillermo: 4 / 2 = 2 = Honest +2 +- Total: 4 + +OUTCOME: +The family continues to fracture and isolate. +Mya's insomnia is leading her to question things. +Guillermo is growing weirder +and more peculiar +and more angry. + +#### Hand 3 + +UNDERTONE: Dark + +HAND: 5 / 2 = 2 + +- 3D: Old secret spaces or hidden rooms +- 7D: Sleepwalking + +DESCRIPTION: +Guillermo is starting to venture more down into the basement. +Mya starts sleepwalking, +will suddenly come to in the middle of the night +out on the lawn +in her nihgtgown + +REACTIONS: + +- Mya: K / 2 = 6 = Professional +2 +- Guillermo: 2 / 2 = 1 = Honest +2 +- Total: 4 + +OUTCOME: +Mya tries to get help by seeing a doctor. +Is this carbon monoxide poisoning or something? +She gets some professionals to come out +to test the house for a gas leak. + + +#### Hand 4 + +UNDERTONE: Dark + +HAND: K / 2 = 6 + +- 6D: Creepy neighbors +- 9D: Electronics stop working +- 5D: Things going missing +- AD: Animal infestation +- 2D: Things moving around on their own, not being where you left them +- JD: Pets/animals acting strange + +DESCRIPTION: (whew this is a lot to tie together. +let's see..) +Gomez Gomez has taken to acting weird: +standing in the hallway growling at nothing, +barking randomly during the night, +suddenly getting up and running out of the room. +Refuses to go into the basement with Guillermo. +One night, +a pair of friggin wild, aggressive coyotes break into the house. +It is terrible and terrifying! +They attack and injure Gomez +while he was trying to protect them. +Mya grabs a large knife to protect herself. +Her cell phone is dead +so she runs into the other room to use the phone. +She puts down the knife to dial 911 +but the landline is dead. +And the knife isn't there any more +where she put it down +when she hangs up. +From the upstairs window +they see some neighbors standing out on the sidewalk +just watching, +possibly alerted by the shouting. +They bang on the windows and call for help +but they just stand impassively and watch +and don't move. +They get chased through the house +and eventually realize they won't go near the basement. +Mya hasn't known about it up to now, +but Guillermo leads her to the papered over +hidden door +and they go down there and spend the night. +In the morning the coyotes are gone +and the house, +and the kitchen especially, +looks like it has been ransacked. + +REACTIONS: + +- Mya: 2 / 2 = 1 = Remorseful +2 +- Guillermo: 10 / 2 = 5 = Remorseful +1 +- Total: 3 (Oops! All remorse!) + +OUTCOME: +In the aftermath of the attack, +survivors trauma does more to mend +Mya's and Guillermo's relationship +than moving across the country into this house, +or anything else they've done. +Not that it does that much. +There's still plenty of distrust and resentment there. +But it's a start. +They seem recommitted to each others +safety and well being. +Guillermo has brought Mya into his increasingly private world +by showing her the basement. +She is thankful that his quick thinking was able to save them. +Mya buys a gun. +Gomez Gomez has some superficial wounds treated +and is physically fine. +But he grows very anxious now if Mya and Guillermo +aren't together in a room, +and always at their side, +even refusing to sleep anywhere +but in bed with one of them. + +### PHASE 3: TRAPPED + +### PHASE 4: FINALE + + diff --git a/src/playsheet.md b/src/playsheet.md new file mode 100644 index 0000000..21e6bb2 --- /dev/null +++ b/src/playsheet.md @@ -0,0 +1,77 @@ +--- +Name: +Date: +Note: +--- + +## Turn + +HOUSE + +- ERA + LOCATION: + +- HOUSE DESCRIPTION: + +FAMILY: + +- FLEEING: + +- SEARCHING: + +- Name/age + + - Reactions + - likelihood reaction conviction + - likelihood reaction conviction + - likelihood reaction conviction + - Memories + 1. Summary: + - + - + - + - + 2. Summary: + - + - + - + - + 3. Summary: + - + - + - + - + 4. Summary: + - + - + - + - + +### PHASE 1: ARRIVAL + +OVERTONE: + +#### Hand 1 + +UNDERTONE: + +HAND: + +- +- +- + +DESCRIPTION: + +REACTIONS: + +- Name, Reaction +- Name, Reaction +- Total: + +OUTCOME: + +### PHASE 2: HAUNTING + +### PHASE 3: TRAPPED + +### PHASE 4: FINALE diff --git a/src/tables/card-meaning.tsv b/src/tables/card-meaning.tsv new file mode 100644 index 0000000..c340847 --- /dev/null +++ b/src/tables/card-meaning.tsv @@ -0,0 +1,14 @@ +Card Meaning +Ace Beginning, opportunity +Two Balance, duality +Three Growth, creativity +Four Stability, structure +Five Change, conflict +Six Cooperation, communication +Seven Knowledge, reflection +Eight Accomplishment, mastery +Nine Attainment, fruition +Ten Completion, renewal +Jack Knows (domain) +Queen Has (domain) +King Is (domain) diff --git a/src/tables/d10-to-cards.tsv b/src/tables/d10-to-cards.tsv new file mode 100644 index 0000000..5ec9df0 --- /dev/null +++ b/src/tables/d10-to-cards.tsv @@ -0,0 +1,13 @@ +Card Result +A 1 +2 2 +3 3 +4 4 +5 5 +6 6 +7 7 +8 8 +9 9 +10 10 +J - K Draw Again + diff --git a/src/tables/d4-to-cards.tsv b/src/tables/d4-to-cards.tsv new file mode 100644 index 0000000..ad9dd44 --- /dev/null +++ b/src/tables/d4-to-cards.tsv @@ -0,0 +1,5 @@ +Card Result +CLUBS 1 +DIAMONDS 2 +HEARTS 3 +SPADES 4 diff --git a/src/tables/d6-to-cards.tsv b/src/tables/d6-to-cards.tsv new file mode 100644 index 0000000..a8db307 --- /dev/null +++ b/src/tables/d6-to-cards.tsv @@ -0,0 +1,8 @@ +Card Result +A Draw again +2 - 3 1 +4 - 5 2 +6 - 7 3 +8 - 9 4 +10 - J 5 +Q - K 6 diff --git a/src/tables/desire.tsv b/src/tables/desire.tsv new file mode 100644 index 0000000..d48f8f4 --- /dev/null +++ b/src/tables/desire.tsv @@ -0,0 +1,15 @@ +Card Desire +A Harm +1 Heal +2 Warn +3 Solitude +4 Family +5 Power +6 Respect +7 Love +8 Wisdom +9 Magic +10 Destruction +J Release +Q Oblivion +K Intimacy diff --git a/src/tables/distance-space.tsv b/src/tables/distance-space.tsv new file mode 100644 index 0000000..08128f1 --- /dev/null +++ b/src/tables/distance-space.tsv @@ -0,0 +1,6 @@ +Card Proximity +CLUBS Distant +DIAMONDS Near but in another part of the house +HEARTS Close, in this room +SPADES HERE AND NOW + diff --git a/src/tables/distance-time.tsv b/src/tables/distance-time.tsv new file mode 100644 index 0000000..6cdc804 --- /dev/null +++ b/src/tables/distance-time.tsv @@ -0,0 +1,7 @@ +Card Result +A Draw again +2 - 3 Distant past +4 - 5 Proximate past +6 - 9 Present +10 - J Proximate future +Q - K Distant future diff --git a/src/tables/experience.tsv b/src/tables/experience.tsv new file mode 100644 index 0000000..e017cbb --- /dev/null +++ b/src/tables/experience.tsv @@ -0,0 +1,53 @@ +Suit Card Experience +CLUBS A Creaky floors +CLUBS 2 Doors won't stay closed +CLUBS 3 Mysterious drafts +CLUBS 4 Unexplained thumps and thuds and creaks +CLUBS 5 Lights flickering and turning on by themselves +CLUBS 6 Strange smells +CLUBS 7 Unusual hot and cold spots +CLUBS 8 Uneven floors +CLUBS 9 Inexplicable shadows +CLUBS 10 Old secret spaces or hidden rooms +CLUBS J Paint peeling off in layers +CLUBS Q Wallpaper won't stay on +CLUBS K Outdated plumbing +DIAMONDS A Animal infestation +DIAMONDS 2 Things moving around on their own, not being where you left them +DIAMONDS 3 Everyday things suddenly appear menacing to you for no reason +DIAMONDS 4 Insomnia +DIAMONDS 5 Things constantly going missing and aren't there where you put them down just moments ago +DIAMONDS 6 Creepy neighbors +DIAMONDS 7 Sleepwalking +DIAMONDS 8 Voices coming from the attic +DIAMONDS 9 Electronics stop working +DIAMONDS 10 Feeling like you're being watched +DIAMONDS J Pets/animals acting strange +DIAMONDS Q Being ostracized by the neighbors +DIAMONDS K The feeling that this has all happened before +HEARTS A The feeling that nobody believes you +HEARTS 2 The feeling that you're in danger +HEARTS 3 Hearing laughter or cyring somewhere in the house +HEARTS 4 You try to leave but end up back in the house +HEARTS 5 You wake up in a different room than where you went to sleep +HEARTS 6 All of the food spoils and rots much faster than it should +HEARTS 7 You see things out of the corner of your eye +HEARTS 8 You are certain that you are not alone +HEARTS 9 You find messages that only you can see +HEARTS 10 The feeling that somebody is trying to harm you +HEARTS J Persistant whispering and knocking from the other room +HEARTS Q You can hear footsteps when you're home alone +HEARTS K Seeing reflections of people in mirrors who aren't there +SPADES A Object fly off the shelves +SPADES 2 Furniture moves itself +SPADES 3 The feeling that somebody brushed past you when nobody's there +SPADES 4 All the electronics suddenly turn on at full volume at the same time +SPADES 5 Ghostly figures appearing and disappearing +SPADES 6 Shadowy figures darting through hallways and appearing in doorways +SPADES 7 The pervasive smell of rotting meat coming from inside the walls +SPADES 8 Sudden intense chills. You are certain somebody is watching you. +SPADES 9 Bruises appear on your body in the shape of a handprint +SPADES 10 Vivid recurring nightmares +SPADES J Waking up feeling like something is sitting on your chest +SPADES Q Scratches on the walls like a human or beast clawed at it +SPADES K You become one with the house diff --git a/src/tables/family-size.tsv b/src/tables/family-size.tsv new file mode 100644 index 0000000..8bd84ff --- /dev/null +++ b/src/tables/family-size.tsv @@ -0,0 +1,4 @@ +Black Red +Single Two or more adults +One or more children No Children +Pet(s) No Pets diff --git a/src/tables/names.tsv b/src/tables/names.tsv new file mode 100644 index 0000000..b9ac81f --- /dev/null +++ b/src/tables/names.tsv @@ -0,0 +1,53 @@ +Suit Card Name Name Surname +CLUBS A Josiah Terri Phillips +CLUBS 2 Jerald Lesley Smith +CLUBS 3 Judah Ebony Johnson +CLUBS 4 Mauricio Juliette Williams +CLUBS 5 Eugene Marie Brown +CLUBS 6 Quincy Ciara Jones +CLUBS 7 Asher Makayla Garcia +CLUBS 8 Kent Candace Miller +CLUBS 9 Leslie Ethel Davis +CLUBS 10 Felix Shelly Rodriguez +CLUBS J Felipe Reese Martinez +CLUBS Q Guillermo Allie Hernandez +CLUBS K Eric Shirley Lopez +DIAMONDS A Emanuel Lila Gonzalez +DIAMONDS 2 Finn Hanna Wilson +DIAMONDS 3 Christopher Karen Anderson +DIAMONDS 4 Bart Paola Thomas +DIAMONDS 5 Aron Beulah Taylor +DIAMONDS 6 Carlo James Moore +DIAMONDS 7 Ned Maci Jackson +DIAMONDS 8 Ignacio Adalyn Martin +DIAMONDS 9 Ayden Camila Lee +DIAMONDS 10 Lorenzo Hope Perez +DIAMONDS J Elias Tonya Thompson +DIAMONDS Q Tucker Mya White +DIAMONDS K Kellen Sage Harris +HEARTS A Leland Cassidy Sanchez +HEARTS 2 Guy Karla Clark +HEARTS 3 Kirby Maeve Ramirez +HEARTS 4 Owen Suzanne Lewis +HEARTS 5 Ivan Shelby Robinson +HEARTS 6 Cleveland Julissa Walker +HEARTS 7 Jonathan Brenda Young +HEARTS 8 Dillon Breanna Allen +HEARTS 9 Ellis Eunice King +HEARTS 10 Branden Sasha Wright +HEARTS J Emmett Krystal Scott +HEARTS Q Barrett Kerri Torres +HEARTS K Everett Tanya Nguyen +SPADES A Brooks Kiara Hill +SPADES 2 Curtis Jasmine Flores +SPADES 3 Alijah Kaylin Green +SPADES 4 Romeo Hayden Adams +SPADES 5 Nick Lacey Nelson +SPADES 6 Drew Gianna Baker +SPADES 7 Tracy Ariel Hall +SPADES 8 Forest Amira Rivera +SPADES 9 Justin Pamela Campbell +SPADES 10 Carson Addison Mitchell +SPADES J Lukas Susie Carter +SPADES Q Arnold Penny Roberts +SPADES K Joaquin Raven Gomez diff --git a/src/tables/phases.tsv b/src/tables/phases.tsv new file mode 100644 index 0000000..9fcf100 --- /dev/null +++ b/src/tables/phases.tsv @@ -0,0 +1,5 @@ +Suit Phase Description +CLUBS Arrival New beginnings. Family moves into house. Ignorance, hope, beginnings, structure, opportunity +DIAMONDS Haunting Weird stuff happens. Conflict, corruption, deception, secrets +HEARTS Trapped Try to leave but cannot. Isolation, violence, courage, delirium, captivity, prophecy, aid +SPADES Finale Entombed, succumb to the house. Surrender, judgment, ending, renewal, loss diff --git a/src/tables/reaction.tsv b/src/tables/reaction.tsv new file mode 100644 index 0000000..11b5bfb --- /dev/null +++ b/src/tables/reaction.tsv @@ -0,0 +1,29 @@ +Suit Card Reaction +Red A Lonely +Red 1 Confused +Red 2 Yearning +Red 3 Remorseful +Red 4 Sorrowful +Red 5 Compassionate +Red 6 Frightened +Red 7 Emotional +Red 8 Professional +Red 9 Trusting +Red 10 Honest +Red J Decisive +Red Q Friendly +Red K Curious +Black A Suspicious +Black 1 Violent +Black 2 Brutal +Black 3 Arrogant +Black 4 Agitated +Black 5 Patient +Black 6 Jealous +Black 7 Haughty +Black 8 Frightened +Black 9 Guilty +Black 10 Manipulative +Black J Broken +Black Q Aggressive +Black K Dishonest diff --git a/src/tables/suit-meaning.tsv b/src/tables/suit-meaning.tsv new file mode 100644 index 0000000..a1181a1 --- /dev/null +++ b/src/tables/suit-meaning.tsv @@ -0,0 +1,5 @@ +suit class element domain meaning +swords/spades nobility, military air: cold and dry understanding logic, ideas, intellect, communication +cups/hearts clergy water (steam): hot and wet compassion spirituality, emotion, love, relationships +pentacles/diamonds merchants earth (mud): cold and wet opportunity nature, physicality, wealth, stability +wands/clubs artisans, laborers fire: hot and dry magic passion, inspiration, willpower, creativity diff --git a/src/tables/tone.tsv b/src/tables/tone.tsv new file mode 100644 index 0000000..3082d05 --- /dev/null +++ b/src/tables/tone.tsv @@ -0,0 +1,3 @@ +Card Result Description +Red or A - 6 Bright Intense, loud, boisterous, violent, passionate, reckless, mocking, frivolous +Black or 7 - Q Dark Melancholy, quiet, intense, contemplative, weary, brooding, cool, quiet, introspective, calculating diff --git a/support/floorplan1.jpg b/support/floorplan1.jpg new file mode 100644 index 0000000..5837b66 Binary files /dev/null and b/support/floorplan1.jpg differ diff --git a/support/floorplan2.jpg b/support/floorplan2.jpg new file mode 100644 index 0000000..f4ade51 Binary files /dev/null and b/support/floorplan2.jpg differ diff --git a/support/floorplan3.jpg b/support/floorplan3.jpg new file mode 100644 index 0000000..d342cb2 Binary files /dev/null and b/support/floorplan3.jpg differ diff --git a/support/floorplan4.jpg b/support/floorplan4.jpg new file mode 100644 index 0000000..c2d1a02 Binary files /dev/null and b/support/floorplan4.jpg differ