Hello! I played this earlier today (I hacked it a little to play it with friends--basically we just took turns rolling to destroy and discussed what each word's destruction meant together), and I (we) had a lot of fun! I'll be playing it again soon!
I did want to comment on a bit of mathematical weirdness I encountered as well as our work-around. Since you write words equaling up to the first roll of 3d6, then you roll 3d6 to select which word you destroy, you end up with 2 invincible words, since you can never roll less than a 3 on 3d6. As the game went on, my friends and I would rearrange our words and then use fewer dice so lower rolls were possible and those words became vulnerable. I thought this could be useful info for anyone else who was interested in this game!
Thanks for making such a cool, unique concept of a game! I had a lot of fun with it. If you're ever interested in expanding it (or if anyone else is ever interested in trying it out with a group), here are some other hacks I used today: - At the beginning of the game, we rolled a d6 to decide if each turn was a 1/day, 2/week, 3/month, 4/year, 5/decade, or 6/century, to determine how quickly our world would be destroyed. - We went around in a circle, each taking turns rolling to destroy a word. If we rolled an empty space, then our day/week/month/etc would pass without any major shakeup to the status quo, and we would let the turn player develop a subplot for their turn. - After a while, we rearranged the list (we played in a shared Google Sheets page) and used fewer/smaller dice, so we went from 3d6 to 2 to 1 to 1d4 and eventually a coin. We would change to fewer/smaller dice when we as players decided it fit the narrative pace we wanted.
The end result was the destruction of our factionalized, cartoony, and verdant planet (plus a few other adjectives) by pincer-aliens over 23 years. Our last word was "crazy" as society collapsed, there was chaos for a couple of years, and then all was quiet. It was awesome :)
Everything Is Over is a 200 word, one page rpg about destroying a world you care about.
The gameplay loop is simple. You roll 3d6, write down that many words, and explain what kind of world they come together to create. Then you roll 3d6 again, and remove the word corresponding to your roll, chipping away a little piece of the world.
It's a cruel exercise, and mathematically it's a little weird (when destroying, you're supposed to reroll all rolls that don't match the number of a word, so an initial world-building roll of 3 does squirrely things to the math), but emotionally it's very effective.
So overall, if you want to feel things and all you have are 3d6 and some paper, this is very effective at that task. Everything Is Over does a *lot* within its fairly severe constraints, and if you like game design or world-ending I strongly recommend you check it out.
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Hello! I played this earlier today (I hacked it a little to play it with friends--basically we just took turns rolling to destroy and discussed what each word's destruction meant together), and I (we) had a lot of fun! I'll be playing it again soon!
I did want to comment on a bit of mathematical weirdness I encountered as well as our work-around. Since you write words equaling up to the first roll of 3d6, then you roll 3d6 to select which word you destroy, you end up with 2 invincible words, since you can never roll less than a 3 on 3d6. As the game went on, my friends and I would rearrange our words and then use fewer dice so lower rolls were possible and those words became vulnerable. I thought this could be useful info for anyone else who was interested in this game!
Thanks for making such a cool, unique concept of a game! I had a lot of fun with it. If you're ever interested in expanding it (or if anyone else is ever interested in trying it out with a group), here are some other hacks I used today:
- At the beginning of the game, we rolled a d6 to decide if each turn was a 1/day, 2/week, 3/month, 4/year, 5/decade, or 6/century, to determine how quickly our world would be destroyed.
- We went around in a circle, each taking turns rolling to destroy a word. If we rolled an empty space, then our day/week/month/etc would pass without any major shakeup to the status quo, and we would let the turn player develop a subplot for their turn.
- After a while, we rearranged the list (we played in a shared Google Sheets page) and used fewer/smaller dice, so we went from 3d6 to 2 to 1 to 1d4 and eventually a coin. We would change to fewer/smaller dice when we as players decided it fit the narrative pace we wanted.
The end result was the destruction of our factionalized, cartoony, and verdant planet (plus a few other adjectives) by pincer-aliens over 23 years. Our last word was "crazy" as society collapsed, there was chaos for a couple of years, and then all was quiet. It was awesome :)
:))
Everything Is Over is a 200 word, one page rpg about destroying a world you care about.
The gameplay loop is simple. You roll 3d6, write down that many words, and explain what kind of world they come together to create. Then you roll 3d6 again, and remove the word corresponding to your roll, chipping away a little piece of the world.
It's a cruel exercise, and mathematically it's a little weird (when destroying, you're supposed to reroll all rolls that don't match the number of a word, so an initial world-building roll of 3 does squirrely things to the math), but emotionally it's very effective.
So overall, if you want to feel things and all you have are 3d6 and some paper, this is very effective at that task. Everything Is Over does a *lot* within its fairly severe constraints, and if you like game design or world-ending I strongly recommend you check it out.
Thank you so much for the kind review.