My Players Have Unionized
My Players Have Unionized
By Basheer Ghouse
Logo by DadasDesigns
This is a #BadTTRPGsJam2 game about creating and testing games to make them do what you want them to
do. It is based on this tweet. One of you will play the GM, who I apologize profusely to. The rest of you will be
players, who I morally condemn with every fiber of my being.
You will need some way of recording data and characters, and a number of randomizers of your choice. Dice,
online dice rollers, decks of cards, coin flips, wiki ‘random article’ buttons, and jenga towers are all
recommended.
To start, list all your randomizers somewhere where the GM can see them. These are the only randomizers
you may use going forwards. Each player gives the GM the name, pronouns, and one descriptor of their
character. Then, the Players brainstorm rules while the GM plans a session. When both sides are satisfied,
play begins.
The GM describes the world, the people in it, and everything besides the characters. The players control their
characters. Whenever you have a conflict that needs to be resolved or a point in the story where random
chance may be introduced, any player involved in the conflict may tell the GM a rule of the game.
The rule may only use randomizers on the list, but does not have to use a randomizer. The players write this
rule down on somewhere where the GM cannot see it, and if it requires stats on their character sheets they
add those now and may set them as they wish. This rule must be followed whenever it comes up, and must be
used to resolve the conflict it was introduced for (Though subcategories may be introduced to complicate the
rule or handle edge cases).
Whenever a new rule contradicts a previous rule, or the players forget a rule or implement it incorrectly, the
GM chooses which rule stays and may write it down.
At the end of each session, all rules are discarded. However, if the GM wishes, they may choose a rule that
they have written down and preserve it, keeping it in future sessions until your story concludes.
A story ends when you are satisfied with the resolution, when you have developed and published a complete
RPG in this method, or when the game has become too convoluted and bizarre to meaningfully play.
Have fun.