200 Word RPGs 2025
Each November, some people try to write a novel. Others would prefer to do as little writing as possible. For those who wish to challenge their ability to not write, we offer this alternative: producing a complete, playable roleplaying game in two hundred words or fewer.
This is the submission thread for the 2025 event, running from November 1st, 2025 through November 30th, 2025. Submission guidelines can be found in this blog's pinned post, here.
WIN STREAK NEGATIVE
a game for X LOSERS and 1 HIGHER POWER.
STATS have values 0 through 6. LOSERS have 3 stats: UNLIKABLE, SICKLY, and IGNORANT, with total value 9 at game start (distributed under player's discretion).
every round, HIGHER POWER defines, per LOSER, a CHALLENGE of type PERSONAL, SOCIAL, ACADEMIC or ECONOMIC, of difficulty X, associated with STAT Y. LOSER rolls 1d6 - STAT value. if roll is lower than X, LOSER gains N STRESS of type equivalent to the failed CHALLENGE. if roll is higher, LOSER gains SUCCESS of difficulty and type equivalent to CHALLENGE.
N is a factor of STAGE LOSER is in: 1 - TODDLER 2 - CHILD 3 - TEENAGER 4 - YOUNG ADULT
if a LOSER accumulates 5 STRESS in any category, they instantly RAGEQUIT and return to stage TODDLER, preserving all their SUCCESSes. a LOSER may choose to spend a SUCCESS in order to lower the DIFFICULTY of a CHALLENGE with an equivalent TYPE by the difficulty of spent SUCCESS.
stages are N CHALLENGEs long at game start, increasing by 1 per RAGEQUIT for ALL LOSERS.
every RAGEQUIT adds -1 to WIN STREAK tally. FINAL SCORE is RAGEQUITs + total DIFFICULTY of SUCCESSes remaining upon completing STAGE 4.
highest scorer wins.
revisited this and i have a few thoughts.
1. at first when i was reading it surprised me that i came up with a wholly original stat system that isn't derivative of my other works. this was because the stats in win streak negative are organ-based and not world-based, if that means anything to you. unlikable is head, sickly is body, and ignorant is left arm.
2. didn't have enough space to explain the framing device, but the game is a sort of homestuck time loop inspired thing where you keep iterating through failures until you succeed, and it is intended as a sort of dark comedy. ragequitting is a euphemism for suicide; your character kills themselves and then respawns at their own birth with new RNG and some lessons learnt from their past life.
3. the game is skewed in terms of characters toward the creation of what i believe my evil friends would describe as "downwardly mobile college students", due to the slice of time it takes into consideration and the framing of the challenges. if i were to rework it, i would explicitly make every phase 8 years long and the endpoint of 36 years as an explicitly arbitrary one where a character is more primed for midlife crises than startlife crises. i would also rename challenge types to "family", "friends", "life" and "money", where "life" fits both professional career choices and alternatives to them.
4. talking about this, i should provide examples for what a challenge of each type looks like. i'm going to only do one handful of these aimed towards the toddler stage
family/unlikable: your parents are arguing one room over. is it about you?
family/sickly: your family drops a mention of some strange medical condition. did you inherit it?
family/ignorant: you ask an innocent question about a complex topic. does your family care to explain?
friends/unlikable: your friends tell you to play a game with them and then start running away from you. are you actually playing?
friends/sickly: your friend wants to playfight; they're a bit larger than you, which you fail to account for. does it go poorly?
friends/ignorant: your friend proclaims some innocuous fun fact that you don't actually know is true. does it get permanently absorbed into your psyche?
money/unlikable: your birthday is coming up but your sibling just asked for something cool and got it. did your parents save for you?
money/sickly: you want to get a ball to play games with your friends on recess. do you get it?
money/ignorant: there's a cool illustrated book about your favourite subject from school. do you get it?
life/unlikable: you seem to have problems approaching other kids at the playground. do they try to include you?
life/sickly: you seem to get tired faster than other kids while playing sports. is it a lack of practice?
life/ignorant: it seems like every time you ask a question at school, the answer is boring or mean. has this been an unfortunate coincidence?















