22 April, 2018

A Game of Variable Pocketmods

Here's my current thoughts on Apocalypse Diaries.

Pocketmod 1... the basic rules.
Pocketmod 2... the specific variations to the rules for the character you've chosen (including character sheet on the back page)
Pocketmod 3... the specific apocalypse for this character's story.

To play the game, a player will need:

  1. three pocketmods
  2. a diary (with plenty of space to write in... probably a page per day)
  3. a pen
  4. a standard deck of cards

(I envision players purchasing diaries that embody the lives of the character's before the apocalypse hits... girl character's being written in the cutest diaries that can be found, jocks writing their entries into diaries depicting their favourite sporting teams, business people writing into formal planners, etc.)

Basic play procedure follows the Texas Hold 'Am procedure.

Before you write anything, draw three cards. The highest of the three cards will describe either the person involved in the incident you are describing, or the location where it occurs; the lowest will give a thematic prompt, for the diary entry.

Each day you should write a minimum of 3 sentences. Included in these sentences must be a person you either observed or interacted with, the place where this occurred, at least something alluding to the events around this incident. You may choose to include more than one person in the incident, but only one person will be the focus of the activities described. You may choose to write about two or more events during the day if you feel it appropriate, but try to write at least two sentences to set up each incident.

After writing the first two sentences describing the incident setup, underline the focal person of the incident and the location where the incident occurred. Draw a fourth card for the day to see how this event is twisted.

A fifth card determines the potential risks and rewards inherent in the incident.


The player draws 1 to 4 cards based on what their character can bring to bear in the situation, the opposition draws 1 to 4 cards based on what difficulties are faced by the character. The best hand from the cards available to the player, or the opposition, determines the outcome.

I suspect this might end up being a bit too complicated, but we'll just have to try it in a series of playtests.
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