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So, there's this old problem that's been going on for a long while. How exactly do you represent the sheer insanity of Problem Sleuth and early Homestuck in a roleplaying game? I mean, the obvious answer is "you don't", but I took a cue from the fact that both these works rely heavily on references to earlier parts of themselves, and made it so that you can track these references and reuse them via index cards.
It's a tabletop-roleplaying-ish game where you stack nonsense and self-reference in equal measure. Also, plot is a failure state.
Here you go. Have fun. Let me know what you think.
Reviews:
Okay then.
-- Lisa
If you are the sort of players who will introduce gratuitous time travel the moment you run out of ideas, and then spend the rest of the session debating how time travel works in this setting...
... when it's not even a time-themed game...
... this may be the system for you!
-- Toph
Given a rigidly constrained set of plot elements, how long can you spend faffing about and not advancing the plot, like when you get the airship in a JRPG and spend a full ten hours watering people's plants for gimmick equipment you proceed to never use?
And by 'rigidly constrained,' I mean 'write words down on an index card, now it's a plot element.'
-- Polter