Friday, June 26, 2020
Hoard
Tuesday, June 16, 2020
Show & Hell
A sunny Monday morning finds students beaming with excitement as they wait to share childhood treasures. This morning’s show and tell, though, is a bit off. Unsettling photos, strange artifacts, and items best left in a police evidence locker wait to be displayed.
Saturday, May 16, 2020
Or Best Offer
If your characters frequent yard sales and flea markets, they might encounter some of the following items:
A jar of water from an old well where a voice cries, “Where is my body?” on the night of the new moon.
A mantel clock. A drop of blood appears on the dial each night at 11:11.
A tarnished silver ring with a spider engraved on the inside along with the date 7/9/1992.
A 1961 yearbook in which the eyes of every other picture have been blacked out with a pen.
A shoebox full of railroad spikes. Anyone who sleeps in the room with the box dreams of riding a train on a foggy night.
A cigar box full of pennies with strange runes gouged into the tails side of each.
An hourglass full of nail clippings instead of sand.
A photo album of polaroids showing piles of clothes. A red candle rests on each pile.
An old grade-school dictionary. A torn medical file has been tucked between the pages. It describes a patient with geometric scars.
A high school varsity jacket found draped over a grave.
A framed photo of a family smiling while standing around a child tied to a tree.
An old teddy bear with one ear that sighs when the first traces of sunlight appear each morning.
An unlabeled LP of someone reciting poetry in Hittite while pigs grunt in the background.
An old VHS tape recording a group of middle school students rehearsing a skit. A pale face peers through the window behind them.
A program from the 1954 county fair that includes the Incantation of the Cairns in the list of events.
An old metal protractor that is 1d6+3⁰ off in each measurement.
A cast-iron bank shaped like a wood-belly stove. Inside are coins dating from the 1910s through the 1960s and a note reading, “I am a prisoner here.”
A baseball bound in human skin.
A postcard showing a picture of Main Street during the 1950s. The back bears the address of a house that was torn down years ago along with the message, “See you at the weeping tree.”
Saturday, May 9, 2020
Running Free
Photo by Dominik Schröder |
You will need to create a setting and cast of characters. The story takes place in a town of 5000-10,000 people. Going around the table, quickly sketch out the major streets of the town and add a few key landmarks and labels for different areas (e.g., a circle for "trailer park behind lumber mill" or a star for the old grade school the characters attended). You can also use the map to note events during the game. The story can take place any time during the last quarter of the twentieth century. Cell phones are non-existent or extremely uncommon in your small town. You might want to pull up a playlist of songs from the year you’ve chosen for your story.
You will also need to describe the teens taking the night journey. Take turns adding traits to each of the two or three characters. Each teen should have three or four traits or tags.
- Hearts: connection (friendship and romance)
- Spades: wonder (awe and sublime beauty)
- Diamonds: mischief (shenanigans and delinquency)
- Clubs: curfew (cops and other authorities)
The characters end their journey after they've reached turning points in connection, wonder, and mischief (for a shorter game you can use only one or two themes). One scene unfolds after the night the teens spent wandering the town. Players draw cards and the high card narrates a scene that takes place ten years after the journey. One of the characters has returned to the town, and as they visit old haunts the events of the night come to mind. The player describes how the character feels about the events, focusing on ways that life events in the decade since the journey and changes in the town itself shape their reflection.
Monday, April 20, 2020
Inappropriate Robots
Inappropriate Robots
Inappropriate Robots is a word game designed to be played by a group of people as they stroll along or drive together. During their turn, a player will use four elements to describe a vile or uncouth piece of technology:
1. An adjective.
2. A noun to serve as a subject.
3. A verb.
4. A noun to serve as a direct object.
The subject and direct object can be compound nouns or proper nouns, so "The saucy VHS rewinder tickles Philo Farnsworth" would be perfectly acceptable. The player scores one point for each element they can actually see while describing the robot.
After a few moments have passed and the group has continued its journey the next player takes a turn. Players cannot repeat elements used in earlier turns unless they see another one during their turn.
Each player gets three turns. The player with the most points at the end of the game is the winner.