RPG

A Night In The Lonesome Disaster

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From the description: THE ELEVATOR PITCH When you're the non-human Companion to a powerful adept playing the Game, things can go bad in a way most can't imagine. Your Principal needs you to help open a way for the Great Old Ones to return. (Unless they are working against that possibility and require the gate to remain closed.) Whether your Principal is a Closer or Opener, your short-term goals are the same: gather materials, build your power, learn who the other Principals are, aid the ones who see things the way you do, and stymie the competition. The big event happens (again) on October 31st, midnight, under a full moon. Guard yourself, protect your Principal, and prepare for the worst. The stars are right... THE MORE THINGS CHANGE A Night in the Lonesome Disaster (or ANITLD) is unlike other Fiasco playsets (which are awesome! You should get more. But I digress.) in that the Relationships that you specify during The Setup are the relations between Principals in the Great Game. In ANITLD, you’ll act as that Principal some of the time, and also as the Principal’s Companion. Companions are animals who the Principals have bonded with; Companions act as familiars, spies, watch-critters, weapon-delivery-systems, and emotional support beasts. Companions have (at least) human intelligence, and some of them may even be able to speak to people. All Companions can communicate with each other. During The Setup, you will specify Relationships between Principals: teacher and student, wizard and rival, creator and created, whatever. You also get to choose what kind of Companion you will be (there’s a list, but feel free to make up your own). Needs, on the other hand, are those of the Companion, and they may even be at odds with the stated goals of your Principal. THE MORE THINGS STAY THE SAME As always, you'll need a copy of the FIASCO rules from Bully Pulpit Games in order to play this playset. You'll need the standard number of dice.

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