Losing the Calamity Redux
A downloadable game
You are faced with a Threat, and you want it to end. The tragic part? You will probably fail, and so will everyone else.
Losing the Calamity Redux uses the Left Center Right™ (LCR®) game and mechanics to resolve questions as the story takes place.
It's not about playing the "game" so much as telling the story, unless you really really like Left Center Right™.
Losing the Calamity Redux is a quick, experimental, one page microzine created for February 2025's Eternal TTRPG Jam where the story is told through LCR®, a classic game at every family gathering I had growing up.
Published | 22 hours ago |
Status | Released |
Category | Physical game |
Author | mooanne |
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Losing the Calamity.pdf 173 kB
Comments
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It’s interesting that this system would mean you basically can’t interact with players that aren’t adjacent to you. It’s an instance of mechanics guiding the possible narrative space. You and the players next to you will always have a closer narrative connection than those across.
It's something that can be interesting but it also might just be a a limitation(?) of just using LCR as written, and kind of just slapping narrative "guidance" on top of it. I did have some ideas around removing tokens from the center bowl but, it was one of those, "keep it simple and don't overthink" moments, and maybe once I sit on it for a little longer, (and give myself more than one side of a page) I could do something with it, so that if you have more than three players you can actually interact with each other.
I know I debated with some aspect of sending tokens across the table but I didn't know how to phrase it or if there should be limitations to it.
I actually think that its interesting. If you were to play this as a faction game, it would create situations where you have to justify how/why different groups would be exchanging resources as you resolve your fiction scene.