It’s just a game, right? This week on the Vintage RPG Podcast, Hambone talks to Charlie Menzies about the found footage solo RPG Don’t Play This Game. I was busy with book stuff so I couldn't be on this show, and weirdly, I haven’t seen nor heard from Hambone since. It’s weird. I’m sure he’s fine. Anyway, coming to Kickstarter soon. What’s the worst that could happen?
A Tabletop RPG bringing your favourite Scary Movies, Pulp TV Shows & Stories to life.
SHIVER is a tabletop roleplaying game bringing tales of the mysterious, the peculiar and the strange to life. Inspired by a love of horror films, cult classic movies and pulp TV shows SHIVER is an easy to learn and innovative game system that brings story telling to the fore. SHIVER makes it simple for you to tell the stories you want to tell, however weird, wonderful or terrifying they may be.
Take on the role of archetypal characters from any story, time, and place to uncover the dark truths that lurk in the shadows of the world. Unmask the villains, go boldly into the unknown… and while you’re at it, try not to die.
SHIVER immerses you in the telling of your tale, seamlessly merging gameplay mechanics with the storytelling itself. Symbolic dice bring the story to life with each roll of the dice a potential twist in the story. Succeed and continue onwards, fail and doom may follow you, and sometimes, the outcome is not always what you bargained for. You may be telling the story but the dice also have a speaking role.
Drawing influence from stories all over pop culture, if the plot is strange then you can play it with SHIVER. Explore tales akin to those you would find in: Stranger Things, Jurassic Park, Friday the 13th, The Thing, Aliens, Dracula, The X-Files and many other peculiar tales.
Ready to make your own Cult Classic?
Download the Quickstart Guide here!
The SHIVER Core Book is a beautiful hardback tome jam packed with gorgeous art and rules for characters, enemies, items and everything you could need to tell strange stories in the many worlds of SHIVER.
Full rules for both players and Directors (Game Masters). Don't get bogged down with loads of different books to get started playing. All the basic rules you need to play and run games of SHIVER are contained in the core book.
Over 7000 different starting character combinations! - 7 Different Archetypes, 35 backgrounds, Over 200 unique abilities and unlimited number of fears, backstories and character quirks! Shiver truly lets you play the character you want to but keeps it simple while you’re at it.
Monsters and enemies galore - From freaky fish-people to creepy cultists, the core book boasts a broad selection of monsters and enemies for players to investigate, fight, or even befriend.
An arsenal fit for the wildest stories you can imagine - Pistols, holy relics, smoke bombs, guns that fire wooden stakes, cursed swords, even a rule set for improvising and modifying weapons so you can tool up to fight the darkness in any way you choose!
Ever wanted to run a game for your friends but been intimidated by putting it all together? SHIVER gives you the building blocks and takes lessons from Film and TV to help you build the story you want to tell, working in those big reveals and daring combats with SHIVER’s mechanics. The perfect introduction for friends new to tabletop role-playing.
In SHIVER players take on the role of a character Archetype. These will all be familiar to you from your favourite stories. The strong and physical Warrior. The dextrous and wily Maverick. The smooth talking and magnetic Socialite. The intelligent and innovative Scholar. The loveable and completely clueless Fool. The mysterious and peculiar Weird. The regimented and resolute Survivor.
With the exception of the Survivor, each of these Archetypes are linked to one of SHIVER’s core skills. Grit, Wit, Smarts, Heart, Luck, & Strange. Each Archetype boasts a unique set of abilities and backgrounds to flesh out your character based around their specialised Core Skill. 'The Warrior' has physical Grit abilities, whilst 'The Scholar' uses brain over brawn with Smarts abilities.
The Archetypes have huge variety and there are even rules in the Core Book for Hybrid Archetypes so you’ll be able to assemble a cast worthy of any story, be you hunting vampires, escaping certain death or uncovering ancient mysteries.
SHIVER is the first system to utilise the Archetype dice system. Rather than counting up dots and doing mental arithmetic the Archetype system uses purely symbolic dice. Trying to bust open a door, you’ll be looking for the symbols for Grit (physical prowess) on your roll. Trying to pick a lock? You'll be looking for Wit symbols.
There are two different game dice in the Archetype system. The Skill Die, a six sided die which has a symbol on each face that corresponds to the six Core Skills, Grit, Wit, Smarts, Heart, Luck, and Strange. This is the most commonly used dice in the system, the number of these dice players get to roll is based on how good their character is in any given Core Skill. They are also used as a randomiser to see how monsters will react to threat, what spell you cast from your cursed book, and in may other situations.
The Talent Die is a much more powerful tool. These only contain two types of symbol. The Talent symbol representing the five non-strange core skills and Strange symbols. Characters can roll these in areas they are particularly talented in as well as when making actions that are associated with Core Skill of their Archetype.
But the dice may have a different idea. Sometimes the dice will present you with a different path, say you roll no Grit but a lot of Smarts symbols? Perhaps you see a crack in the door and exploit a weak point. Success and Failure is not binary in SHIVER.
We know systems with symbolic dice can be prohibitive so we've also developed an Archetype Dice App, give it a try here.
Rolling dice and destabilising the world has consequences in SHIVER. The Doom Clock tracks the stability of your story world as well as how much peril your characters are in. Stray from the path, read from the forbidden text, unleash your unnatural powers, all these actions have consequences.
Kickstarter campaign ends: Thu, December 3 2020 10:00 PM UTC +00:00
A friend of mine recently did a piece on a gaming website he writes for about Super Game Fighter. You can view this here: http://www.parablegames.net/site/2012/10/blogspace-super-game-fighter/
The site itself has some quality content, as well as a weekly podcast you can catch on their YouTube channel. Seriously check them out if you're a gamer.