You are driven to take captives and lock them in a dark cell. Overcome with Dread, they fling themselves to their doom, sometimes leaving messages behind. Why do you do this?
This is an unofficial expansion to One White Eye. You will play One White Eye multiple times and tie them together using the Eye’s story arc. You are the Eye. What are you? Why do you do this?
The Premise
You are driven to take captives and lock them in a dark cell. Overcome with Dread, they fling themselves to their doom, sometimes leaving messages behind. Why do you do this?
The interlude is divided into a series of turns known as moments. The moments are resolved identically to One White Eye, except for the Fate tracker. When you roll a prompt a second (or third) time, reflect on how your character was lying to themselves or others. Then add a Fate point to the tracker and resolve your Fate. To resolve your Fate, roll the d6. If you roll above your current Fate, life continues, the interlude is over, and you should play another game of One White Eye. If you roll at or below your current Fate, everything changes and the game ends. Do you fling yourself into the Pit as poetic justice? Walk away?
Want to know why you’re horrible?
Created for the One Page RPG Jam.