TL:DR – I made a 100-page Horror RPG demo, the bulk of which is 3 ready-to-run modules. It is highly hackable and customizable. The system is fluid and easy to run for the GM while maintaining high stakes and interesting decisions for players.
Free Demo, Character Sheet, & Tutorial Video
www.StrangeTimesRPG.com
Intro
Hello everyone! I will cut to the chase: I made an RPG system that I am very proud of and wanted to share. I have been seeing a lot of people in our community recently looking for horror games that can deliver specific experiences, and I believe my game can accommodate most of them with minimal effort. There is absolutely no cost to downloading the game other than time. Three modules included, just in time for spooky season.
What is Strange Times?
Strange Times is a setting agnostic investigative horror RPG. Using a d100 “roll low” system, it combines the competency of detective narratives with the powerlessness of horror stories. Players will be taking the role of those who became obsessed with learning about the dark forces hiding in their world--be they monsters, aliens, or ghosts. Every dive into the dark unknown will wear them down until they need to claw their way back into the light.
Why Play Strange Times?
Strange Times was created to try and make a single system that can handle multiple forms of horror. I really enjoy games such as Mothership, Death in Space, Call of Cthulhu, Delta Green, Liminal Horror, Vaesen, Alien, Old Gods of Appalachia, etc. However, my group and I grew tired of needing to learn a new system every time we wanted to play in a new setting. Not to mention, I often would feel the systems in these games bumbling themselves in the way of the horror stories being told. I wanted something sleeker; a system that felt like it disappeared in play and only amplified the feelings of terror when it was called upon. Enter Strange Times.
Strange Times is a rules light game with minimal crunch. It can be taught in less than 10 minutes and character creation is easy and fun. Its systems are evocative but flexible enough to be bent to any horror idea you care to mention. Horrific injuries from a psycho killer? Easy! Alien infection? We got it. Ghostly possession? Not even a problem. It runs smoothly and GMs are never left wondering how something is supposed to function in the games systems.
Hacking is easy and encouraged. With minimal self-referential rules, GMs can be fast and loose with modifications leading to a feeling of plug-and-play rules. In fact, there are 4 pages in the demo dedicated to optional rules to consider for your game. Just a few tweaks can alter Stranges Times into a completely different experience.
Meanwhile, players will always be in interesting situations with flexible solutions. Because of the system’s minimalist nature, creativity is expected, and the rules seldom demand a set way to play. In addition, players are constantly being placed into positions of choice as most failure is optional IF the player is willing to pay a cost. This, along with a dice mechanic that immediately communicates success and failure, leads to exciting and dramatic gameplay.
Unique Systems In Strange Times?
Pushing Rolls: Players have 3 Saves which each have 2 corresponding Traits. When a player attempts a Trait Roll and fails by rolling a number higher than their Trait value, they can choose to succeed instead by Pushing the roll. All they need to do is reduce the relevant Save by the difference between the roll and the target number. For example, if a character was trying to use Empathy to lie to the cops about the alien they have stashed in their trunk and they roll a 68 when they needed a 60, they can lose 8 from their Spirit Save to pass. This puts immense power in the hands of the players, but it is not without any punishments. Saves are the character’s health. If anyone of them reaches zero, the character is removed from play. However, this is not the only issue with having lower Saves.
Dynamic Save Consequences: When a player fails a Save Roll, the severity of their consequence is based on the number rolled. The lower the number rolled, the worse the outcome. A 95 would cause a Minor consequence while a 35 would cause a Severe consequence. This might seem counterintuitive in a “roll low” system at first, but keep in mind that, so long as players keep their Saves high, there is little chance for a Severe outcome. This means that, as the game goes on and players Saves get lower either naturally or through Pushing rolls, the game gets more dangerous.
Flexible Condition System: While there are several numerical consequences a GM can inflict upon their players for failing rolls, Conditions allow for more creative expressions of the specific horror the characters are encountering. Conditions are marks on the character that can last for varying amounts of time. While these can be numerical (e.g. a slash to the leg giving a -10 to Speed Rolls), they can also be formed into unique mechanical effects. For example, if a player was indeed suffering from an alien infection, they could receive a Condition that counts down to their demise. Meanwhile, a ghostly possession might see the player occasionally needing to make a spirit save to maintain control of their character. Conditions are how the GM can breathe life into the horror they create.
Obsession: One of the struggles with horror games is the question “why would the characters constantly put themselves in danger?” In Strange Times, the answer is defined: the characters are obsessed. Each character has had a brush with dark forces and now has a need to know more. This is baked into character creation but also works mechanically. Characters have an Obsession stat that will rise over the course of play. This is a tool that lets the GM be the impulsive voice inside the characters, nudging them into more and more dangerous situations. Players can always resist this “call of the void” but doing so removes some of the players Resilience and makes future resists more costly. In play, this is largely a mechanical excuse for players to do the scary things everyone wants them to do but are technically “bad decisions.”
Weapons Don’t Deal Damage: Not so much of a mechanic as it is a lack of one. Weapons don’t deal damage. In fact, there are no rules for combat at all. I found that if I gave rules for how weapons worked and how players could fight things, they would only try and fight things. Instead, players enter into Hostile Encounters that are much more dangerous and force players to be creative to avoid harm. This has led to gameplay speeding up and becoming more intense during the most dramatic moments.
And that is it! I hope you enjoy checking out Strange Times. I will be answering any questions in the comments the best I can.