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Dead Friend - A Game of Necromancy

Dead Friend is a collaborative storytelling game for two players, where one plays a living friend and the other a dead friend, exploring themes of friendship, loss, and necromancy. Players use a spellbook and various materials to guide their storytelling through rituals that invoke memories and emotions related to their characters' pasts. The game emphasizes creativity and collaboration rather than competition, allowing for a range of tones from spooky to humorous.

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Guy Guy
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0% found this document useful (0 votes)
179 views13 pages

Dead Friend - A Game of Necromancy

Dead Friend is a collaborative storytelling game for two players, where one plays a living friend and the other a dead friend, exploring themes of friendship, loss, and necromancy. Players use a spellbook and various materials to guide their storytelling through rituals that invoke memories and emotions related to their characters' pasts. The game emphasizes creativity and collaboration rather than competition, allowing for a range of tones from spooky to humorous.

Uploaded by

Guy Guy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DEAD H FRIEND

a game of necromancy

by Lucian Kahn
Survival Guide
for
New Necromancers
The Players
the living BBBBBBBBBBBBBBBBBBBB the dead
A magician or witch — or someone with Friend of the living; a ghost.
newfound ability to conjure spirits.

The Nature of the Game


Dead Friend is a collaborative storytelling game for two players.
You will each play the role of a friend, one living and one dead.
You will ask and answer questions to develop the characters,
their community, their history together, and the motivations
leading up to their final conflict. The script follows the
dramatic structure of a necromancy ritual, and you will use
the spellbook of instructions throughout the entire game like a
witch reading spells from an ancient grimoire. The mood may
be spooky or intimate, heartwrenching or hilarious — it is up to
you as storytellers. Although your characters may desire certain
outcomes, your goal as a player is not to win, but to create an
intriguing tale of friendship, loss, and diabolical magic. some polygons, arranged
diabolically

Materials of Resurrection
• Print out one copy of the Magic Circle and two copies of the spellbook (one for each player)
• One Tarot deck or one deck of mundane playing cards, separated into suits
• One large coin, called the circle coin
• One small coin, called the star coin
• Two pens or pencils
• Salt (optional)
• Two matches (optional)
Time: Two to four hours.

3
The Fine Print
For The Witch Who Must Know All

Storytelling Guidelines
a. Take turns reading the Spellbook's instructions e. After your partner answers a prompt from
aloud, with a new reader each page. the script, feel free to ask clarifying questions
to enrich the development of the world and
b. This story alternates between the present ritual characters.
of necromancy and flashbacks to past details
of the friends' lives together, including the f. Players familiar with Tarot may choose to
death. During the flashback sections, you may add additional story details based on their
decide to narrate events from the perspective of own interpretations of the cards' meanings.
your character or an all-knowing narrator, or To maintain the balance of the game, this
roleplay conversations between your characters. is suggested as an enrichment of the written
You and your partner may also use different prompts, but not a replacement.
storytelling styles than each other. Feel free to
switch up styles as you go, and allow the story to g. Dead Friend is morbid by nature but designed
develop as a patchwork. to entertain both players. If you would prefer
to omit specific types of death from your story
c. When answering prompts, you are allowed (for example: gun violence, suicide), tell your
— even encouraged — to invent new details partner at the beginning of the game. If a
about any character in the game, including your story detail comes up midway that ruins your
partner's character. enjoyment of the game, you may ask your
partner to “rewind" the scene and retell it
d. If your partner is having trouble thinking of a differently. Be kind to each other!
response to a prompt, wait quietly and allow
them time to think. Resist the urge to offer h. Removing outside distractions such as social
suggestions at this point. Instead, accept the media or phone apps is strongly recommended.
ritual's moment of silence.
Credits
game and words
graphic design cover art
Lucian Kahn
Miriam Nadler Toby Elias
QRQRQRQRQRQRQRQRQRQRQ playtesters QRQRQRQRQRQRQRQRQRQRQ
Marley Emma Ariel Speedwagon Jenny Levison Zachary Wager
Alexander Rya FitzGerald Niko Dominika Scholl
Sharang Biswas Nathaniel Ford Nawalany Tessa Siddle
Ethan Brown Danni Green Adrian Nelson C.B. Stewart
Amelia von Cóunt John R. Haberstroh Melissa Parker Alex Temple
Amber Dean Lucy Hadman Katia Perea Joshua Waletzky
Rick Dean Doug Hurst Cat Picardat Sara Williamson
Joseph DeSimone Jax Jackson Hope Ranker Tess Yardney
Mati DuPont Adam Kenney Mackenzie Reynolds
Eli Eaton Mel King Diana Roffman
Toby Elias Beth Lerman Richard Ruane
4
DEAD FRIEND

SPELLBOOK
IJIJIJIJ

in girum imus nocte et consumimur igni

5
RPSOPQRPSOPQRPSOPQRPSOPQ

Preparing for the Ritual


a. Together, briefly describe the setting of this story.
Example settings: modern Brooklyn, revolutionary France, a shtetl, Jupiter 2075, an ancient forest,
an elementary school playground, a desert cult, an artists' retreat, a Cold War submarine, a nunnery.

b. Each choose a name for your character and write it in the center of the pentagram.
Example names: Sophia, Ramon, Ash, Hiro, Luna, Dorian, Pilar, Ji-a, Arjun, Kat, Babs, Mikey,
Quinn, Zahara, Eleanor, Thomas, Sterling, Ari, Zoë, Percy, Oskar, Bjørn, River, Betsy, Anastasia,
Jane, Winter, Abraxas, Fluffy.

c. Choose one of the central conflicts below to guide the plot of your story. Each write your
character's motivation from the central conflict in the designated spaces to the left and right of
the pentagram. The Magician and The Tower are recommended for beginners.
The conflicts are named after Tarot cards; you may wish to draw one at random.

The Magician The Tower


BBBBBBBBB BBBBBBBBB

the living the living


You wish to bring your dead friend back to You wish to say a final goodbye
life. to your dead friend.

the dead the dead


You wish to kill your friend. You wish to return from the dead
and wreak havoc.
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
The Devil Justice
the living the living
You wish to gain otherworldly power from You wish to force your dead friend
your dead friend. to take revenge on someone for you.

the dead the dead


You wish to own your friend's soul. You wish to remain at peace.

d. Decide who will play the living and who will play the dead.
Optional: each player strikes a match. As soon as the matches are aflame, the ritual begins. Whoever's
match goes out first will play the dead.

6
Part One

Earth and Water


NNNNNNNNNNNNNNNN
Setting the Scene
a. the living: Place the Magic Circle in the center of the table. Sprinkle a
large circle of salt around the paper for protection (or mime this). Place one
pen near yourself and the other near the dead. Place the circle coin (the
large coin) heads-up slightly outside the circle, so that it touches the word
“East". Place the star coin (the small coin) heads-up on the altar.

b. the living: You are preparing to perform a dangerous ritual of necromancy.


Describe the scene of your preparations. Is it day or night? Are you outside
or inside? What can you see, hear, or smell?

c. the dead: You died recently and are new to the realm of the dead. Briefly
describe that realm. What can you see, hear, or smell? How is it similar to or
different from the world you left behind?

d. the living: Place your right index finger on the star coin. At some time
before dying, your friend gave you an important object, represented by this
coin. Describe the object.

e. everyone: The coins are ritual objects. Over the course of the ritual, the
circle coin travels around the circle, visiting each of the four cardinal
directions. At the same time, the star coin travels to each of the five points
of the pentagram. Together, the two coins mark both the passage of time and
the characters' journey through the elements.

For the rest of the game, whenever the star coin


moves to a different location, the dead says, “A
For the rest of the game, whenever the word from beyond!", followed by a single word.
circle coin moves around the circle, Examples: “A word from beyond! Moonrise."
both players hum softly. “A word from beyond! Betrayal."
7
RITUAL OF EARTH
the living and the dead remember their shared community from before the death.

a. the living: Invoke Earth with the following three motions. First, to form
an Invoking Pentagram of Earth, place your index finger on the Spirit point
of the pentagram, then moving toward Earth, trace the entire pentagram
with your finger. Second, move the star coin to the Earth point of the
pentagram. Third, slide the circle coin around the circle counterclockwise
to the North, the cardinal direction of Earth.

b. the living: Shuffle the diamonds/disks/pentacles suit of cards. If you are


using mundane cards, include one joker.

c. everyone: Each draw two random cards and look at them. Taking turns,
name and briefly describe two people in your shared community, using the
prompts in the Earth Legend that correspond to the cards you have drawn.
Write each new character's name and traits in one of the designated spaces
around the pentagram.
d. the dead: These memories are beginning to stir up the environment in the
realm of the dead. What changes are developing around you?

e. the living: As you complete the Ritual of Earth, your body feels somehow
different. Describe the sensations.

SVTSVTSVTSVTSVTSVTSVTSVTSVTSVTSVTSVTSVTSVTSVTS
EARTH LEGEND
2 someone enthusiastic and confused 9 someone beautiful and aloof

3 someone humble and helpful 10 someone intelligent and forgotten

4 someone powerful and greedy Page/Knave/Joker someone idealistic and naive

5 someone suffering and ignored Jack/Knight someone principled and determined

6 someone successful and generous Queen someone respected and emulated

7 someone hardworking and depressed King someone wise and nurturing

8 someone productive and cheerful Ace someone mystical and intimidating

8
RITUAL OF WATER
Like a eulogy, the living and the dead remember the details of their friendship.

a. the living: Invoke Water with the following WATER LEGEND


three motions. First, to form an Invoking
2
Pentagram of Water, place your index finger you argued with your friend
on the Air point of the pentagram, then moving
toward Water, trace the entire pentagram with 3
your finger. Second, move the star coin to the your friend brought you to a party
Water point of the pentagram. Third, slide the
4
circle coin around the circle counterclockwise you reassured your friend about an
to the West, the cardinal direction of Water. insecurity
b. the living: Shuffle the hearts/cups suit of cards. 5
your friend chose someone else over
c. everyone: Each draw one card, look at it, and you
describe a past scene from your friendship that
corresponds to the prompts in the Water Legend. 6
your friend helped you with a problem
Although this scene is primarily about you and
your friend, it must also include at least one 7
community member from the paper. Feel free to you lied to your friend
embellish the story with descriptive details.
8
your friend embarrassed you
d. everyone: Repeat part C, but include one
community member who has not yet been part of 9
a Water memory. If all four community members your friend defended you against
have been part of a Water memory, move on to someone
part E.
10
you celebrated a holiday with your
e. everyone: Repeat part C, but build on the existing friend
story using the card's prompt however you wish.
Page/Knave/Joker
f. everyone: Repeat part C, but place the card you learned something new about your
face-up near the circle of salt. This scene must friend
foreshadow your motivation in the central
conflict. Jack/Knight
you were jealous of your friend
g. the dead: These memories provoke a jolt of
Queen
emotion so strong that you momentarily forget your friend gave you romantic advice
you are dead. Describe the emotion.
King
h. the living: As you complete the Ritual of Water, your friend manipulated you into doing
the weather begins to change. Describe what you something
see, hear, and smell.
Ace
your earliest memory of your friend
9
Part Two

Fire and Air


ABCBCBCBD

The Magical Link


a. the living: Place your right index finger on the star coin.
Why is this object so important to you?

b. the dead: Turn over the star coin, tails up.


There is a secret about this object that your friend does not know.
What is the secret?

The third style of unsuccessful summoning


(as described in Potentia vol. II )

10
RITUAL OF FIRE
To summon the dead into conversation with the living, both friends recall the death. This section
establishes the cause of death, or, if it has already been established, adds complicating details.

a. the living: Invoke Fire with the following three motions. First, to form an
Invoking Pentagram of Fire, place your index finger on the Spirit point of
the pentagram, then moving toward Fire, trace the entire pentagram with
your finger. Second, move the star coin to the Fire point of the pentagram.
Third, slide the circle coin around the circle counterclockwise to the
South, the cardinal direction of Fire.

b. Shuffle the wands/rods/clubs suit of cards. If you are using mundane cards,
include one joker.

c. the dead: Draw two cards randomly, look at them, and answer the
following questions using the details that correspond to your cards in
the Fire Legend. How did you die? In old age or in youth? By natural
or unnatural causes? Violently or at peace? Describe your final living
moments.
d. the living: Draw two cards randomly, look at them, and answer the
following questions using the details that correspond to your cards in the
Fire Legend. Describe the events of the day your friend died. Did you
witness the death or hear about it second hand? How did you feel, and
what did you do?

e. the dead: In response to these memories, you are starting to catch a


glimpse back into the world of the living. Describe what you see, hear,
and smell.

f. the living: As you complete the Ritual of Fire, hints of the dead realm
are gathering within the circle. Describe what you see, hear, and smell.

JKLMJKLMJKLMJKLMJKLMJKLMJKLM
FIRE LEGEND
2 a material need 9 a survivor

3 a journey 10 a sickness

4 a wedding Page/Knave/Joker a careless mistake

5 a community argument Jack/Knight a collision

6 a celebrity or popular person Queen a well-meaning error

7 a stranger King an order

8 an oppressive force Ace a noble decision


11
SUMMONING
THE DEAD
ZZZZZZZZZZZZZZ

a. the living: You are about to conjure your dead friend into the circle
of salt. Set the scene for this act of magic by answering the following
questions. How much time has passed since your friend died? What is
happening in your life now? What led up to performing this ritual? How
did you acquire the power to summon the dead?

b. the living: Turn the star coin back over, heads up, on the fire point of the
pentagram. Place your right index finger on the star coin and repeat this
magical formula three times:

Beloved name of deceased, thou who perished by


means of death, through this name of object I
conjure thee.

Beloved name of deceased, thou who perished by


means of death, through this name of object I
conjure thee.

Beloved name of deceased, thou who perished by


means of death, through this name of object I
conjure thee.

c. the dead: Describe what you look and sound like when you
appear in the Magic Circle.

d. the living: Tell your friend why you have conjured them.
Remember to express your motive from the central conflict.

e. the dead: Tell your friend why you believe they must fail.
Remember to express your motive from the central conflict.

12
RITUAL OF AIR
the living and the dead draw weapons for the final battle.

a. the living: Invoke Air with the following three motions. First, to form an Invoking Pentagram
of Air, place your index finger on the Water point of the pentagram, then moving toward Air,
trace the entire pentagram with your finger. Second, move the star coin to the Air point of the
pentagram. Third, slide the circle coin around the circle counterclockwise to the East, the
cardinal direction of Air.

b. Shuffle the swords/spades suit of cards. If you are using mundane cards, include one joker. Everyone:
Randomly draw four cards each, but you will only use three of them. These correspond to the
weapons in the Air Legend that are available to use in battle. Each weapon card has a literal
meaning and an abstract meaning; you may choose which you prefer to use when you play the card.

AIR LEGEND HFHFHFHFHFHFHFHFHFHFHFHFHFH


2 a blindfold or darkness 9 a candle or nightmares

3 a vial of blood or loyalty 10 community allies or solidarity

4 a rune-covered box or prayer Page/Knave/Joker a shield or what your friend does not know

5 hand-to-hand combat or intimidation Jack/Knight an animal or passion

6 a map of the dead realm or travel Queen control of the weather or logical persuasion

7 a key or trickery King an important document or instilling doubts

8 magic words and hexes or imprisonment Ace an enchanted sword or a higher authority
HFHFHFHFHFHFHFHFHFHFHFHFHFHFHFHFHFH
c. the living: Flip the star coin in the center of the pentagram so that it lands on the table. If it
lands heads-up, the living will go first in the final battle. If it lands tails-up, the dead will go
first. Place the star coin in the center of the pentagram so that it touches both names.

d. Starting with the winner of the coin-flip, place a card face-up inside the Magic Circle and describe
how you use that weapon against your friend. Your friend responds to this attack with another
face-up card and description of battle. Continue countering each other's attacks until you have
each used three weapons.

e. the living: Move the star coin to the Spirit point of the pentagram.

f. everyone: As players, come to a consensus about who won the battle and how.

g. the victor: Describe the moment of your victory. How does the central conflict resolve?

h. the defeated: Conclude the story with an epilogue: what happens to the two friends next in life
or the afterlife?
13

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