Friday, July 26, 2019

Act Natural or We Die

A while back I watched a neat little horror short called Act Natural or We Die

The concept is exactly how it sounds. I liked it, so I made a game out of it.


  1.  Who are you? Maybe you're you. Maybe you're someone else. Maybe you are many, or maybe just a few. In any case, think about your favorite memory. Think about your worst nightmare. Write these down on two slips of paper. Keep your memory to cherish. Pass your nightmare to the player on your right.
  2. You and your friends/ acquaintance/business associates share an apartment/house/castle/bunker. It is haunted. The nature of the haunting is up to you.
  3. The goal of the game is to act natural. Failure to do so means you die.
  4. The game is broken up into Days. Each day is broken up into turns. On Day 1, every player takes 1 turn. On Day 2, every player takes 2 turns. On day 3, every player takes 3 turns, and so on, so forth.
  5. During their turn, the player must narrate where they are in the apartment/house/castle/bunker, and what they are doing there. Then the player to their right narrates what the monster/ghost/demon/alien is doing within the vicinity to cause a reaction.
  6. A reactions is gauged by rolling 1d6. Upon a 2-6, you have successfully acted natural. A roll of 1 means you have become tense, and gained a point of tension. 
  7. Each point of tension is added to your failure threshold on reaction rolls, meaning with 1 point of tension, you now gain tension on a roll of 1 or 2. With two points of tension, you now gain tension on rolls of 1, 2, or 3. A natural, unmodified roll of 6, however, decreases your points of tension by 1.
  8. At 6 points of tension, you snap and are unable to act natural. You die a gruesome, untimely death.
  9. Once a game, you may remember your favorite memory. This eases your nerves, and allows you to add 1 to your reaction roll. Once a game, the player to your right may invoke your worst nightmare into their narration, and you must subtract 1 from your reaction roll.
  10. The game is over on the final Day; all are dead but one, who must complete her or his remaining turn(s). If he or she succeeds, the haunting is over, and the surviving player wins.

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