Every Person, or Group, or even Empire is made up of stories, those they’re told, and those they tell themselves; Change the story, and you change THEM.
What Terrible Secret Lurks In The Heart Of The Canadian Wilderness?
And Possibly In The Heart Of Every Canadian?
A group of friends journey through a crumbling MMORPG to fulfill one last Quest.
There’s no risk here, but your boss isn’t going to be happy about all the work you’re missing, and Mom’s basement just isn’t as cosy as it used to be.
If your lives, actions, and very thoughts are being controlled by a bunch of ‘Players’ of an ‘RPG’, the very least they could do is PAY ATTENTION!!
Years ago, a group of apocalyptically powerful super-heroes & super-villains decided that all they were doing was making things worse for themselves & the world in general, so they went into hiding. When a great threat emerges, they reluctantly team up to deal with it, but are trying to do it on the down-low, so that nobody knows that they’re back.
When you’ve spent your time writing stories about fantastical terrifying things to drum up sales for your newspaper, how do you get people to believe you when there really is a threat?
Also, given that the threat in question IS the newspaper, how do you even get the word out?
Can We At Least Get Through This Without It Being In All The Papers? : The game of ever diminishing expectations.
A heist game where crime doesn’t pay.
A supervillain tries to get someone, anyone, to intervene & stop a pre-teen superhero before they get themselves killed.
Pictsies making their home in a roadside diner in the desert scurry into action when criminals on the run take hostages and settle in for a stand-off with the Law
Investigating foul play in the crushing depths of the Jovian atmosphere requires a purpose-built body to protect you. But it’ll only protect you from the physical environment; The factional backstabbing can be just as fatal.