Inspired by this Drawfee video, Wrongturn is a game set in a console RPG, where the Chosen One of Legend shows up in a village that is really not quite prepared for that kind of thing and really can't offer them anything they want. Make the best of it and try to come out with something useful!
Load Game
You'll need at least 3 players for this game, one to be the Adventurer and the rest to play the NPCs they meet in the village, all of whom have some kind of special service they can offer, only it's never quite what the Adventurer is looking for. Appoint one of the NPC players as Mayor: this doesn't come with any extra power, just a load of responsibilities and is mostly a ceremonial role.
To begin, the Mayor rolls on the Village Table to get a basic description for what sort of place Wrongturn is, though anyone can chip in with further suggestions to help paint the picture of a place that is not quite normal by the standards of a CRPG. The Adventurer also rolls on the Need Table once for each NPC, writing down the results they get: if they get two or more of the same result, they can either roll again, choose a different result or keep those results and make them different through the narration. For example, if you roll 'Weapon' twice and keep both results, try to think of different weapons, e.g. a sword and a bow, etc.
To begin, the Mayor rolls on the Village Table to get a basic description for what sort of place Wrongturn is, though anyone can chip in with further suggestions to help paint the picture of a place that is not quite normal by the standards of a CRPG. The Adventurer also rolls on the Need Table once for each NPC, writing down the results they get: if they get two or more of the same result, they can either roll again, choose a different result or keep those results and make them different through the narration. For example, if you roll 'Weapon' twice and keep both results, try to think of different weapons, e.g. a sword and a bow, etc.
Next, all the NPCs take 2 or 3 strips of paper each and write a single word down on each one: any word will do, but check with the other players what sort of age rating you all want to aim for. A simple, clear word, like a colour or object, works better than something unusual and ambiguous like 'cosmology' or 'piscine.' Fold all the strips up and put them in a cup, pot, bowl or hat.
Finally, the Mayor takes a post-it note or index card for each NPC, including themselves, and writes down a number on each card, with the following guidelines:
- All the numbers should be whole, real numbers
- Each number should be positive, negative or zero
- No number should be greater than the number of players, whether positive or negative.
- The total of all the numbers should be zero.
Press 'A'
The game proceeds as follows:
- The Adventurer picks an NPC they have not encountered yet.
- The Adventurer tells the NPC what Need they are trying to fulfill.
- The NPC draws a strip of paper from the hat and secretly looks at it.
For example... our Adventurer enters the first shop in the village, trying to fulfill their Need for Ability Training, specifically (they have decided) a new combat move that will stun low-level minions. The NPC draws the word 'coal' secretly from the hat and starts to describe the black clouds of smoke that puff from the windows of the wooden shack; the conversation that follows takes place in a roiling cloud of foul-smelling coal smoke so thick that the two characters can't even see each other.
In addition to using the word in their narration, the NPC should also skew the usefulness of their goods or services according to the value on their card: if positive, then make them sound too good to be true; if negative, then try to make the bugs sound like features; and if zero, try to avoid making any promises or guarantees that what your offering is anything other than purely cosmetic.
To continue the example above, if the NPC has a positive number on their card, then they might boast of the Secret of Smoke they can teach the adventurer: "Just one deep breath and then puff it all out: cloud o' smoke blinds 'em, chokes 'em, causes memory loss, dissolves armour and sterilizes the ground for a radius of half a mile!"
On the other hand, with a negative value, the NPC might say something like "Stun 'em? Why, what good's that? They'll just get back up again soon or later! Nah, you want to learn the Secret of Smoke: kills 'em stone dead. Kills everythin'. Just keeps killin'... killin', killin', killin'... don't even know how to stop it from killin', it's that good!"
On the other hand, with a negative value, the NPC might say something like "Stun 'em? Why, what good's that? They'll just get back up again soon or later! Nah, you want to learn the Secret of Smoke: kills 'em stone dead. Kills everythin'. Just keeps killin'... killin', killin', killin'... don't even know how to stop it from killin', it's that good!"
If the value was zero, however, then the 'Secret of Smoke' might be: "You jump up in the air on this, like, column o' smoke, then you come down gentle again like a leaf... mighty impressive lookin', gonna keep all eyes on you, yep, no-one else is gonna look as impressive as you, mid-skirmish!"
Game Over
At the end of each encounter between the Adventurer and an NPC, the Adventurer makes two choices:
- They can try to guess what word the NPC had: if they guess right, they take it and write '+1' on it; if they guess wrong, they write '-1' on it; if they don't want to guess, the NPC shows them what it was and writes '0' on it.
- They decide whether to accept the goods or services the NPC offers; if they accept it, they take the NPC's card and place it face down in front of themselves; if they don't, the card is placed off to one side.