A downloadable game

Buy Now$15.00 USD or more

The world of Bleak Spirit is one of majesty and mystery, where the landscape looms vast and conceals manifold cryptic secrets. The twisted descendants of ancient civilisations live among the faded glories of their forebears, pursuing arcane agendas indecipherable to outsiders. And in primordial woods and swamps, fabled treasures and long-forgotten sorceries lie guarded by deadly monsters both fearsome and noble.

This world is gloomy, desolate, lonely -- but also beautiful. Long-abandoned fortress ruins still stand as awe-inspiring testament to the might and vision of their creators. Beside the hungry beasts that prowl the forests, flowers grow, picked out by rays of sunlight glancing through the leaves.

Into this world comes a wanderer, a lone traveller from somewhere else who bears a heavy destiny.

Bleak Spirit is their story.

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Bleak Spirit is a 2-5 player tabletop RPG which uses a rotating GM system to create a truly collaborative story. No one knows what's really going on until the very last scenes!

No dice or cards are necessary to play this game -- a set of special cards could be useful, but aren't required. All you need is the pdf, something to write with, and something to write on.

Purchase

Buy Now$15.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $15 USD. You will get access to the following files:

cards-print-and-play.pdf 6 MB
bleak-spirit-web.pdf 21 MB

Comments

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(1 edit)

I backed this on Kickstarter and then played it in an online convention that replaced a regional convention when the pandemic broke out. Here are three things that we learned that might help others have a good experience:

  • Get a small notebook, steno sized is fine. At the top of the first several pages, put one of the key questions you have to answer when you Jump To Conclusions. So at the top of page 1: What is the Nature of the Area?, top of page 2: What caused the Fall?, etc.  This way when you Jump to Conclusions, you never forget a question and you have plenty of room to cross off your previous thoughts and write a wholly new one if the fiction has gone in that direction.
  • When introducing the game to new people, emphasize that, other than Lore, everything you say must be introduced with a light touch. You are gonna say some cool stuff that is going to get overlooked or misinterpreted by the other players. You have to always have your Conclusions but you can't hang onto them so tightly that you can't change your mind about what's actually happening. If you have a really cool thing you DON'T want people to overlook, you will have to introduce it in a piece of Lore.  
  • Lay out the full economy of each act at the beginning of the act. Be sure everyone understands how many scenes there are, and how many are required to be danger scenes. Walk all the way through the epilogue when explaining Act 3, including that there is only one scene at the end to show how things change as a result of the wanderer's journey.

We had a great experience with this game, it has similarities to classics like Swords Without Master, Dirty Secrets and Primetime Adventures.  Highly recommended.

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Thanks for that! It all looks like solid advice that I should probably have thought of myself. On the subject of organisation, I've seen one online game use a Trello board to keep track of introduced lore, details about the wanderer, and other things.

Anyway, I'm glad your experience with Bleak Spirit was good, and thanks again for leaving such a nice comment.

You're welcome and Trello is a cool idea.