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Gone to Hell

Playtest Version 0.1

A storygame of gratuitous violence
by David J Prokopetz

Table of Contents

Credits & Acknowledgements

Gone to Hell is written and edited by David J Prokopetz. Special thanks go out in no particular order to:

This document uses the fonts Metamorphous by James Grieshaber and Ubuntu by Dalton Maag. Crime Scene Skull icon by Freepik; used under license from www.flaticon.com.

Gone to Hell © 2020 Penguin King Games Inc. This game is a work of fiction; any resemblance to real people living or dead is actually kind of funny.

What the Hell Is Going On?

Gone to Hell started with a simple question: what if Doom were a narrativist storygame?

The answer to that question ended up being a 24-hour RPG, unimaginatively dubbed Doomguy, that was basically a joke revolving around taking a straightforward gorefest like Doom and cramming in as many storygame clichés as possible, from diceless resolution to rotating GMs to collaborative question-and-answer worldbuilding. Somewhere along the line, though, I realised I might actually have something there, and started working on it in earnest.

This is the result of that work: an initial playtest-worthy pass at a revised and expanded Doomguy that takes its mission statement slightly – but only slightly – more seriously, and broadens its horizons by incorporating more diverse source material, including Metroid, Bayonetta, and even a dash of Sonic the Hedgehog. (Yes, really!) At its core, however, the same idea remains: you're telling an action-packed story of one person against the apocalypse, and though you may occasionally do things other than rip and tear, in the end it all comes down to blowing stuff up.

Everything's gone to hell, and it's time to give 'em hell right back.

The Game

This is the part where I explain how to play the game.

What You'll Need

Setup

Usually you'd start with character creation, and Gone to Hell is no exception. Things are going to work a little differently from what you might be used to, though, because rather than having one Gamemaster and multiple players, Gone to Hell has one player and multiple GMs! Here's how it works:

  1. Go around the table and have each player pick an Opposing Force playsheet. This is the facet of the apocalypse you'll be responsible for in play. There's no separate GM role, so every player has to choose one! If there are more players than Opposing Force playsheets, or if some of the available playsheets don't seem appropriate for the game you have in mind, see the Optional Rules section for some ways around that.
  2. Underline your choices in the choose one or more lines on your Opposing Force playsheet. If none of the options on a given line appeal to you, you can write your own at the end of the line and underline it instead.
  3. You'll see a fill-in-the-blanks section called Your Hunger, Your Instruments, Your Laws, or Your Damage, depending on your playsheet. Fill in just the first line; the others will be filled in during play whenever inspiraton strikes
  4. Optionally, cross off and re-write one (and only one) of your Opposing Force's Agendas to better suit your personal vision for them. This can change how your Opposing Force plays pretty significantly, so it's okay if you leave the Agendas as-is the first time you play.
  5. Give your Opposing Force a suitably sinister title.
  6. Write your name on the playsheet so you don't forget whose is whose, and pass it around the table so everybody can see your choices.
  7. Once everybody's Opposing Force playsheet is filled out, spend a few minutes brainstorming what sort of world the apocalypse is taking place in and how the various Opposing Forces fit together. Don't pin anything down too firmly, though – everything could change once you start playing!
  8. Make any final adjustments to your Opposing Force playsheet that came out of the brainstorming phase.
  9. Bring out the Slayer playsheets and decide as a group what sort of Slayer would work best for your game. Each one lends itself to a different sort of story – the Slayer playsheets section will outline how.
  10. Collaboratively work through the choose one or more lines on the Slayer playsheet in the same way as above. You can either collectively brainstorm a choice for each line, or go around the table and have each player choose one at a time.
  11. Answer as many questions as you wish from the Your Legend section of the Slayer playsheet. Again, you can collectively brainstorm each answer, or take turns.
  12. As with Opposing Forces, you have the option to cross off and re-write one Agenda; decide as a group.
  13. Give your Slayer a name and an appropriately terrifying epithet. (The Slayer is always an appropriate epithet, if an unimaginative one!)
  14. Decide on the order in which players will take turns being the Slayer; this is called the scene order. It can be any order you want, but I recommend starting with whoever owns the most metal albums.
  15. Whoever's first in the scene order, pick up the Slayer playsheet, and set your Opposing Forces playsheet aside for the moment.
  16. Also pick up one token from the pile and put it in front of the Slayer player.
  17. Start the first scene!

How to Play

Gone to Hell plays out as a structured conversation. There are no dice, nor any other randomisers. If you're holding the Slayer playsheet, you're the Slayer. Your Opposing Force fades into the background for the duration; they're still a factor in the story, but they're not currently driving the plot. (No playing two roles at once!) Conversely, if you're not holding the Slayer playsheet, you and the other Opposing Forces (if any) act as co-GMs to challenge and react to the Slayer.

Play is divided into scenes, which work a little like this:

  1. At the start of each scene, the Opposing Forces collaborate to describe the utter bullshit situation the Slayer finds before them. The scene need not drop the Slayer directly into a fight, but should generally include some real and present danger.
  2. The Slayer will investigate the situation, ask questions about what they see, and talk to any non-Slayer characters who might be present (if they're the talkative sort), and the Opposing Forces players will answer. After a minute or two of this, the Slayer will ideally take an action (see below); if they don't, refer to your Opposing Force playsheet to find out how to handle the Slayer stalling for time!
  3. The Slayer takes an action according to the rules on the Slayer playsheet.
  4. One or more Opposing Forces respond by taking reactions according to the rules on the Opposing Force playsheets.
  5. Play returns to freeform question-and-answer mode until the next time the Slayer takes an action (or gets caught stalling for time).
  6. After several action-reaction cycles, the Slayer will trigger the end of the scene – your Opposing Forces playsheet will explain how. One of the Opposing Forces players will step forward and wrap up the scene according to which scene-ending trigger the Slayer hit.
  7. Pass the Slayer playsheet to the next player in the scene order. They are now the Slayer, and the former Slayer picks up their Opposing Force playsheet.
  8. Also move any unspent tokens in front of the new Slayer player, and add one more from the pile.
  9. Start the next scene!
  10. Repeat steps 1–9 until each player has been the Slayer at least once. After this, you can collaboratively narrate a cliffhanger or epilogue to end the session whenever it feels like you've reached a good stopping point.

You've no doubt noticed that the Opposing Forces are largely reactive. After each scene begins, everything is driven by Slayer actions; the Opposing Forces can't inititate unless the Slayer is stalling, and even then, they're limited in what they can do. This is very much intentional: though the Opposing Forces act as co-GMs, the Slayer drives the plot. Don't worry, though – you'll get your turn as the Slayer soon enough!

All of the above notwithstanding, you may always ask questions or offer suggestions to help another player out when they're stuck. This does not count as your action or reaction, and overrides every other rule. If you're wondering how to square this with the stalling for time rule, it's simple: if it's the Slayer who's spinning their wheels, hit 'em where it hurts. If it's the Slayer's player who's floundering, throw them a lifeline!

Random Advice

The previous sections cover how to play the game. This one includes some pointers, observations, and miscellaneous long-winded blather about how to get the most out of those rules.

For Everybody

For Opposing Forces

For the Slayer

Optional Rules

The preceding chapter should give you the tools you need to handle most situations. Here are some extra rules for a few edge cases that are likely to come up.

Alternative Scene Pacing

The pace of Gone to Hell is mostly determined by the the action economy within each scene. The Slayer can take at most five Heavy or Light actions before hitting a scene-ending trigger, and will often reach it before that, which puts a cap on the number of significant events that can occur in each scene. An enthusiastic Slayer can burn through them in a real hurry!

As noted in the Random Advice section, the token economy also roughly dictates the Slayer's expected ratio of wins and losses. I'm going to cover some options for adjusting that as well.

For Longer Scenes

If you're interested in longer individual scenes, your first impulse might be to bump up the number of actions of a particular type that are needed to end a scene, to four or even five. That doesn't always work out in practice, though: requring a very large number of the same type of action may strain the Slayer's creative resources.

A better option is to institute a rule that the Slayer can't take two of the same type of action in a row. Here type refers to Heavy, Routine, or Light. There's still nothing to stop the Slayer from taking nothing but Heavy Actions (or, conversely, nothing but Light Actions) whenever the opportunity arises, but they'll have to do other stuff in between, thus preventing scenarios where a scene is over in three cycles flat. This rule can be relaxed during boss fights and high-tension scenes.

For Grittier Games

While fiddling with the scene-ending triggers isn't the best way to adjust the pace of the game, it's a great way to adjust the tone. As noted earlier, the Slayer can theoretically emerge victorious in every scene if you're careful to always break even with your tokens, though it probably won't happen in practice. For a game where the Slayer mostly loses, you can use different thresholds for victory and disaster: for example, it might take three Heavy Actions to emerge victorious, but only two Light Actions to end a scene in catastrophe – or four Heavy Actions to win and three Light Actions to lose, for slightly less tension.

More than a one point difference between the two scene-ending triggers would be rough: even one is enough to ensure that the Slayer will lose considerably more often than they win. In particular, if the Slayer ends a scene with zero tokens, it becomes impossible for them to emerge victorious in the following scene. Even with the free token to start the scene, you can't gather enough tokens to win without triggering a loss in the process.

Removing the free token at the start of each scene will have the same effect on the token economy as unbalanced scene-ending triggers, but it generally feels harsher, so it's best reserved for games that are very grim indeed. If you decide to institute unbalanced scene-ending triggers and remove the free token at the same time… well, it's your funeral!

For Fluffier Games

All of the preceding advice can be applied in reverse to achieve a game where the Slayer rarely or never loses: either skew the scene-ending triggers in favour of victory (e.g., three Heavy Actions to win, but four Light Actions to lose), or increase the number of free tokens awarded at the start of each scene to two.

Doubling Up on Opposing Forces

If you're playing with a very large group, or if a smaller group has a specific scenario in mind where some of the Opposing Force playsheets don't fit, you can allow multiple players to choose the same Opposing Force. There are two specific changes to the usual setup process that need to happen here:

I don't recommend doubling up like this in two-player games, nor that three or more players pick the same Opposing Force. If you've come up with a premise where that would actually be a good idea, I'd love to hear about it!

Two-Slayer Co-op

Sometimes you might feel like playing with multiple Slayers – you know, get a little of that two-player co-op action going. That's totally doable, but it complicates the process of play a fair bit. Here are the high points:

The game's narrative flow strongly depends on having at least as many Opposing Forces as Slayers, so four players is the smallest group that can generally run co-op Slayers, and five players is better. (This may require doubling up on Opposing Forces – see above.) If you're thinking about running a 6+ player group with three Slayers, you're a braver soul than I.

Branching Paths

An alternative way to handle multiple Slayers in a single game is to take a page from those video games where multiple protagonists are pursuing the same or related goals, but via different routes that only occasionally intersect. In this variant, the role of the Slayer doesn't rotate, but the narrative spotlight does.

Note that your Slayer will never directly face your own Opposing Force, since you can't play both roles at once. Put some thought into why this should be the case story-wise.

I don't recommend this variant for groups larger than three. Partly this is because there are only three Slayer archetypes in the core game, but mostly it's because every additional narrative branch multiplies the amount of information you need to keep track of. It's by no means unmanageable, but if you decide to pull a Game of Thrones at your table, don't say I didn't warn you!

Opposing Force Playsheets

Opposing Forces in Gone to Hell fall into one of five main archetypes:

This section will be updated with links to additional and fan-created Oppsing Force playsheets as they become available – watch this space!

The Horde

You are the apocalypse. Some might think they can fight you, or control you, but in the end all they are is meat.

Your Nature (choose one or more): An alien virus; an assimilating hive-mind; a rampant AI; an ontological infection; the literal forces of Hell

Your Aesthetic (choose one or more): Fire and brimstone; suppurating rot; flesh melded with machinery; crawling shadows; tentacles and too many eyes

Your Mood (choose one or more): Gruesome; desolate; haunting; feral; obscene

Your Hunger

The essential act of the Horde is to take -- freedom, memory, dignity, lives. Tell us what gets your juices flowing:

Your Agendas

As you play, let these principles guide you:

Taking Reactions

Each time the Slayer takes an action, each Opposing Forces player may react. Some reactions may be taken once in total per Slayer action, not once per Opposing Forces player; if this is the case, the Opposing Forces players should work out amongst themselves who gets to take it. After each reaction, the last Opposing Forces player to react asks the Slayer what do you do?

Also, you may always ask questions or offer suggestions to help another player out when they're stuck. This does not count as your reaction.

Heavy Reactions

When the Slayer takes a Light Action, you may:

The Opposing Forces may collectively take at most one Heavy Reaction per Slayer action.

Routine Reactions

In response to any Slayer action, you may:

You may also take a Routine Reaction without waiting for the Slayer to act if the game's pace flags or the Slayer seems to be stalling for time.

Light Reactions

When the Slayer takes a Heavy Action, you may:

The Opposing Forces may collectively take at most one Light Reaction per Slayer action.

The Establishment

The way people talk, you’d think it was the end of the world out there! No, even this can be made to serve your purposes. Everything is under control.

Your Nature (choose one or more): A failing empire; a corporate oligarchy; a paramilitary death cult; a glorified philosophers' club; the power behind the throne

Your Aesthetic (choose one or more): Bristling weapons; slogans and shareholder reports; fashionable uniforms; chrome and white plastic; skulls

Your Mood (choose one or more): Bleak; dehumanising; conspiratorial; debauched; mundane

Your Instruments

You have tools at your dispostal that give you power over the apocalypse. Tell us what they are -- and the price that was paid for them:

Your Agendas

As you play, let these principles guide you:

Taking Reactions

Each time the Slayer takes an action, each Opposing Forces player may react. Some reactions may be taken once in total per Slayer action, not once per Opposing Forces player; if this is the case, the Opposing Forces players should work out amongst themselves who gets to take it. After each reaction, the last Opposing Forces player to react asks the Slayer what do you do?

Also, you may always ask questions or offer suggestions to help another player out when they're stuck. This does not count as your reaction.

Heavy Reactions

When the Slayer takes a Light Action, you may:

The Opposing Forces may collectively take at most one Heavy Reaction per Slayer action.

Routine Reactions

In response to any Slayer action, you may:

You may also take a Routine Reaction without waiting for the Slayer to act if the game's pace flags or the Slayer seems to be stalling for time.

Light Reactions

When the Slayer takes a Heavy Action, you may:

The Opposing Forces may collectively take at most one Light Reaction per Slayer action.

The Cipher

You've been planning for the apocalypse since before the people facing it were born. All this has happened before.

Your Nature (choose one or more): Immortal precursors; alien ghosts; an ancient secret society; a huge brain in a jar; actual, no-shit angels

Your Aesthetic (choose one or more): Crystals and holograms; rust-streaked metal; crowns and wings; expressionless masks; rune-scrawled stone

Your Mood (choose one or more): Cryptic; ethereal; grandiose; contemptuous; creepy

Your Laws

You're bound by the laws of your nature -- things your agents always do, never do, or are driven to do. Describe them here:

Your Agendas

As you play, let these principles guide you:

Taking Reactions

Each time the Slayer takes an action, each Opposing Forces player may react. Some reactions may be taken once in total per Slayer action, not once per Opposing Forces player; if this is the case, the Opposing Forces players should work out amongst themselves who gets to take it. After each reaction, the last Opposing Forces player to react asks the Slayer "what do you do?"

Also, you may always ask questions or offer suggestions to help another player out when they're stuck. This does not count as your reaction.

Heavy Reactions

When the Slayer takes a Light Action, you may:

The Opposing Forces may collectively take at most one Heavy Reaction per Slayer action.

Routine Reactions

In response to any Slayer action, you may:

You may also take a Routine Reaction without waiting for the Slayer to act if the game's pace flags or the Slayer seems to be stalling for time.

Light Reactions

When the Slayer takes a Heavy Action, you may:

The Opposing Forces may collectively take at most one Light Reaction per Slayer action.

The Rival

Your whole life has been building to this moment. There's a reckoning coming, and the end of the world means there's nowhere to run.

Special: This playsheet is recommended only for games with three or more players -- many of the Rival's reactions need another Opposing Force to play off of.

Your Nature (choose one or more): A former ally; a crazed idealogue; a lost sibling; a spurned admirer; an evil clone

Your Aesthetic (choose one or more): Scars and cybernetics; a shining aura; a weapon just like the Slayer's; a cloak to dramatically cast aside; numerous belts

Your Mood (choose one or more): Furious; tragic; austere; theatrical; absurd

Your Damage

What exactly is your beef with the Slayer? Air your grievances here:

Your Agendas

As you play, let these principles guide you:

Taking Reactions

Each time the Slayer takes an action, each Opposing Forces player may react. Some reactions may be taken once in total per Slayer action, not once per Opposing Forces player; if this is the case, the Opposing Forces players should work out amongst themselves who gets to take it. After each reaction, the last Opposing Forces player to react asks the Slayer "what do you do?"

Also, you may always ask questions or offer suggestions to help another player out when they're stuck. This does not count as your reaction.

Heavy Reactions

When the Slayer takes a Light Action, you may:

The Opposing Forces may collectively take at most one Heavy Reaction per Slayer action.

Routine Reactions

In response to any Slayer action, you may:

You may also take a Routine Reaction without waiting for the Slayer to act if the game's pace flags or the Slayer seems to be stalling for time.

Light Reactions

When the Slayer takes a Heavy Action, you may:

The Opposing Forces may collectively take at most one Light Reaction per Slayer action.

Slayer Playsheets

Gone to Hell includes three basic Slayer archetypes:

This section will be updated with links to additional and fan-created Slayer playsheets as they become available – watch this space!

The Avenger

For you, the apocalypse is personal. Somebody's responsible for this, and that somebody needs to die. You're coming for them, and heaven help anyone who gets in your way.

Your Look (choose one or more): Bulky armour; spikes and chains; rippling muscles; scars and tattoos; a torn, filthy uniform

Your Attitude (choose one or more): Earnest conviction; grumpy impatience; disturbing enthusiasm; grim determination; frothing rage

Your Weapons (choose one or more): All the fucking guns; a roughly forged sword; fire, and lots of it; your own enhanced physiology; whatever you can lay hands on

Your Idiom (choose one or more): Capturing experimental hardware; upgrading your cybernetic implants; recovering mementos of your past; taking the strength of your defeated foes; getting so angry you spontaneously develop super powers

Your Legend

Answer these questions:

Your Agendas

As you play, let these principles guide you:

Taking Action

Any time the Opposing Forces ask what do you do?, describe what you do. Your actions are divided into three types: Heavy Actions, which require you to spend a token and return it to the pile; Light Actions, which let you pick up a token from the pile and add it to your supply; and Routine Actions, which do neither of those things. After each action, the Opposing Forces get to react.

Also, you may always ask questions or offer suggestions to help another player out when they're stuck. This does not count as your action.

Heavy Actions

Spend a token to:

Routine Actions

You may always:

Light Actions

Gain a token when you:

Doing Other Stuff

In between actions, you can ask the Opposing Forces what you see, talk to any non-Slayer characters who might be present (if you're the talkative sort), and perform incidental tasks to investigate and move about your environment. This doesn't count as your action unless you ask one of the three questions the Opposing Forces are bound to answer honestly – or unless you're stalling for time!

The Hunter

Some people confront the apocalypse because they have something to protect, or something to prove, or because they have no choice. You? You do it because it's your goddamn job.

Your Look (choose one or more): Sleek power armour; Gothic finery; an immaculate military uniform; an eye-concealing mask; a long, tattered coat

Your Attitude (choose one or more): Detached curiosity; smug composure; stoic angst; trenchant courtesy; deadpan snark

Your Weapons (choose one or more): Modern military hardware; a transforming multi-gun; flying combat drones; a finely wrought sword; your bare hands

Your Idiom (choose one or more): Finding and assimilating alien technology; dynamically adapting to novel threats; improvising tools and weapons from whatever's handy; downloading combat programs from a central database; copying your enemies' special abilities

Your Legend

Answer these questions:

Your Agendas

As you play, let these principles guide you:

Taking Action

Any time the Opposing Forces ask what do you do?, describe what you do. Your actions are divided into three types: Heavy Actions, which require you to spend a token and return it to the pile; Light Actions, which let you pick up a token from the pile and add it to your supply; and Routine Actions, which do neither of those things. After each action, the Opposing Forces get to react.

Also, you may always ask questions or offer suggestions to help another player out when they're stuck. This does not count as your action.

Heavy Actions

Spend a token to:

Routine Actions

You may always:

Light Actions

Gain a token when you:

Doing Other Stuff

In between actions, you can ask the Opposing Forces what you see, talk to any non-Slayer characters who might be present (if you're the talkative sort), and perform incidental tasks to investigate and move about your environment. This doesn't count as your action unless you ask one of the three questions the Opposing Forces are bound to answer honestly – or unless you're stalling for time!

The Thrillseeker

In the midst of so much death, you've never felt more alive. The apocalypse? Sounds like a challenge worthy of your considerable talents -- bring it on!

Your Look (choose one or more): Trendy threads; exposed skin; leather and studs; ratty jeans; bondage chic

Your Attitude (choose one or more): Calculated coolness; theatrical pomp; sensual swagger; bubbly optimism; gruesome glee

Your Weapons (choose one or more): Blades and bullets; super-speed; cinematic martial arts; body-horror transformations; a kickass laser sword

Your Idiom (choose one or more): Taking trophies from your enemies; drawing from places of power; inventing new techniques on the fly; unlocking your true form; revealing you could always do that and just didn't feel like it

Your Legend

Answer these questions:

Your Agendas

As you play, let these principles guide you:

Taking Action

Any time the Opposing Forces ask what do you do?, describe what you do. Your actions are divided into three types: Heavy Actions, which require you to spend a token and return it to the pile; Light Actions, which let you pick up a token from the pile and add it to your supply; and Routine Actions, which do neither of those things. After each action, the Opposing Forces get to react.

Also, you may always ask questions or offer suggestions to help another player out when they're stuck. This does not count as your action.

Heavy Actions

Spend a token to:

Routine Actions

You may always:

Light Actions

Gain a token when you:

Doing Other Stuff

In between actions, you can ask the Opposing Forces what you see, talk to any non-Slayer characters who might be present (if you're the talkative sort), and perform incidental tasks to investigate and move about your environment. This doesn't count as your action unless you ask one of the three questions the Opposing Forces are bound to answer honestly – or unless you're stalling for time!

Changelog

If you're terribly curious how the game has been revised over time, you've come to the right place.

Version 0.1, 2020-04-12