Description
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The game needs 3-5 people to play. It gives everyone a Primary character to play and a Situation to run the rest of the time, so you’ll be fully engaged in the game at all times, and every scene will harness the full creative power of the group. Clean, simple rules enable you to juggle those roles without difficulty, even if you’re not used to playing without a GM. There’s a one-page overview of how the game flows below, and you get access to the full draft rules immediately when you back the game.
“It felt like taking a small step towards GMing” – Sue Elliott, playtester
Your Primary character might be:
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- The Thunder, a gang leader or law enforcer
- The Spider, a trader, spymaster or criminal
- The Voice, a cultist, community leader or demagogue
- The Cast-Off, a drifter and freelancer
- The Sybyl, a prophetess with uncanny powers
- The Hybrid, a blend of human and something else (AI, alien, god)
You could push forward a Situation like:
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- The Community’s social strife and internal divisions
- The relentless effects of Poverty
- The Gangs who run things down here
- The Above, a more prosperous and powerful society
- The Spirits who inhabit this place
- The people and things that come and go from Outside the station
“A wonderful, evolving story of the tangled relationships of people trapped in very difficult circumstances” – Simon Miller, playtester
Flotsam is all about the way your characters’ personal issues and relationships develop over the time. And it’s designed to unleash the creativity of your gaming group to produce a completely unique setting. As such, it’s at its best when played as a campaign, so you’ve got time to make those things happen.
However, the game also includes quick-start scenarios which enable you to leap straight into a tense social situation full of charged relationships, perfect for one-shot play. You can play a satisfying Flotsam scenario in 3-4 hours.
A short, simple summary of how the rules work is here:
You can see a short example of Actual Play here:
Flotsam downloads