You were having a nice day.
Everybody was having a nice day.
But now it's all
Playtest Version 0.2
A storygame of gratuitous violence
by David J Prokopetz
Gone to Hell is written and edited by David J Prokopetz. Special thanks go out in no particular order to:
No Dice, No Mastersengine, which forms the core of Gone to Hell; rest assured, however, that any conspicuous rules malfunctions in this game are entirely of my own invention!
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.
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.
This is the part where I explain how to play the game.
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:
The Slayeris always an appropriate epithet, if an unimaginative one!)
Play is divided into scenes, which work a little like this:
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!
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.
The X Cardand
Lines and Veils.
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.
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 determines the Slayer's expected ratio of wins and losses. I'm going to cover some options for adjusting that as well.
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.
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. For a game where the Slayer is obliged to take some losses, 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.
This can be extended to even larger imbalances, but even a one-point difference is enough to ensure that the Slayer will lose fairly often. 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. A bigger imbalance expands that guaranteed-loss threshold accordingly.
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 feels harsher, so it's best reserved for games on the grimmer end of the scale. If you decide to institute unbalanced scene-ending triggers and remove the free token at the same time… well, it's your funeral!
All of the preceding advice can be applied in reverse to achieve a game where the Slayer literally 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.
If your group is prepared to put in some extra work, you can decide whether to use unbalanced scene-ending triggers on a scene by scene basis. Just bear in mind that if the imbalance you decide on is bigger than the number of tokens the Slayer finished the previous scene with, the next scene becomes unwinnable! This can create an incentive for the Slayer to accept some early losses and hang onto a few extra tokens, just in case.
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!
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 two-Slayer co-op is recommended for groups with at least four players. (This may require doubling up on Opposing Forces – see above.) If you're thinking about running a six-player group with three Slayers, you're a braver soul than I.
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.
camerasimply shifts to the next player's Slayer to see what they're up to.
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!
Gone to Hell's basic format is a headlong rush into endless peril where something is trying to kill you in every scene. If you'd prefer to take a breather now and then, you can institute downtime scenes, which work like this:
A downtime scene is a great opportunity to take stock of the Slayer's next objective, interact with NPCs without something horrible breathing down your neck, and brainstorm ideas for the following scenes. It's also a good time to decide whether anything that happened during the previous set of scenes warrants answering any unanswered questions from the Your Legend section of the Slayer playsheet, or filling in any remaining blanks on the Opposing Force playsheets.
Finally, if you're using the branching paths variant in your game – and if it makes sense to do so – you can use a downtime scene to have different players' Slayers meet up!
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!
Your Name:
Your Player:
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
The essential act of the Horde is to take – freedom, memory, dignity, lives. Tell us what gets your juices flowing:
As you play, let these principles guide you:
Each time the Slayer takes an action, each Opposing Force may react. Some reactions may be taken once in total per Slayer action, not once per Opposing Force; if this is the case, the Opposing Forces should work out amongst themselves who gets to take it. After each reaction, the last Opposing Force 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.
When the Slayer takes a Light Action, you may:
The Opposing Forces may collectively take at most one Heavy Reaction per Slayer action.
In response to any Slayer action, you may:
Did you enjoy that?
Why don't you join us?
What's holding you back?
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.
When the Slayer takes a Heavy Action, you may:
The Opposing Forces may collectively take at most one Light Reaction per Slayer action.
Your Name:
Your Player:
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
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:
As you play, let these principles guide you:
Each time the Slayer takes an action, each Opposing Force may react. Some reactions may be taken once in total per Slayer action, not once per Opposing Force; if this is the case, the Opposing Forces should work out amongst themselves who gets to take it. After each reaction, the last Opposing Force 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.
When the Slayer takes a Light Action, you may:
The Opposing Forces may collectively take at most one Heavy Reaction per Slayer action.
In response to any Slayer action, you may:
Who benefits from this?
Why do you care?
Haven't you done enough?
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.
When the Slayer takes a Heavy Action, you may:
The Opposing Forces may collectively take at most one Light Reaction per Slayer action.
Your Name:
Your Player:
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
You're bound by the laws of your nature – things your agents always do, never do, or are driven to do. Describe them here:
As you play, let these principles guide you:
Each time the Slayer takes an action, each Opposing Force may react. Some reactions may be taken once in total per Slayer action, not once per Opposing Force; if this is the case, the Opposing Forces should work out amongst themselves who gets to take it. After each reaction, the last Opposing Force 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.
When the Slayer takes a Light Action, you may:
The Opposing Forces may collectively take at most one Heavy Reaction per Slayer action.
In response to any Slayer action, you may:
Why do you persist?
What gives you the right?
Was it worth it?
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.
When the Slayer takes a Heavy Action, you may:
The Opposing Forces may collectively take at most one Light Reaction per Slayer action.
Your Name:
Your Player:
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 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
What exactly is your beef with the Slayer? Air your grievances here:
As you play, let these principles guide you:
Each time the Slayer takes an action, each Opposing Force may react. Some reactions may be taken once in total per Slayer action, not once per Opposing Force; if this is the case, the Opposing Forces should work out amongst themselves who gets to take it. After each reaction, the last Opposing Force 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.
When the Slayer takes a Light Action, you may:
The Opposing Forces may collectively take at most one Heavy Reaction per Slayer action.
In response to any Slayer action, you may:
Where did you learn that?
What makes this personal?
Why stop there?
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.
When the Slayer takes a Heavy Action, you may:
The Opposing Forces may collectively take at most one Light Reaction per Slayer action.
Your Name:
Your Player:
The apocalypse is only the beginning. One world must die for another to be born: you are that world, and you will not be denied.
Your Nature (choose one or more): A broken dimension; a hellish fortress; a parasitic timeline; the dream of an elder god; the new law
Your Aesthetic (choose one or more): Locks and chains; impossible angles; gratuitous lens flares; knife-edged silence; quivering meat
Your Mood (choose one or more): Inchoate; oppressive; glorious; disorienting; hateful
The dross of the old world will be burnt away to forge the iron of the new. Tell us what you require of those who dwell in you:
As you play, let these principles guide you:
Each time the Slayer takes an action, each Opposing Force may react. Some reactions may be taken once in total per Slayer action, not once per Opposing Force; if this is the case, the Opposing Forces should work out amongst themselves who gets to take it. After each reaction, the last Opposing Force 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.
When the Slayer takes a Light Action, you may:
The Opposing Forces may collectively take at most one Heavy Reaction per Slayer action.
In response to any Slayer action, you may:
What are you?
Why do you defy me?
What are you willing to sacrifice?
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.
When the Slayer takes a Heavy Action, you may:
The Opposing Forces may collectively take at most one Light Reaction per Slayer action.
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!
Your Name:
Your Epithet:
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
Answer these questions:
As you play, let these principles guide you:
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.
Spend a token to:
what here is my highest priority target?They'll set an objective marker.
You may always:
what's my best way out of here?They'll update your map.
Gain a token when you:
what don't I know that's about to screw me over?They'll clue you in.
Between actions, you can ask the Opposing Forces what you see, talk to non-Slayer characters (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!
Your Name:
Your Epithet:
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
Answer these questions:
As you play, let these principles guide you:
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.
Spend a token to:
what here is your hidden weakness?Whatever they tell you will be true.
You may always:
what here is most useful to me?They'll point you in the right direction.
Gain a token when you:
how is this more complicated than it seems?They'll explain.
Between actions, you can ask the Opposing Forces what you see, talk to non-Slayer characters (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!
Your Name:
Your Epithet:
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
Answer these questions:
As you play, let these principles guide you:
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.
Spend a token to:
what here is most valuable to you?They'll give up the goods.
You may always:
how can I get your attention?They'll tell you the truth.
Gain a token when you:
what's crept up on me while I was distracted?It's always some damn thing!
Between actions, you can ask the Opposing Forces what you see, talk to non-Slayer characters (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!
If you're terribly curious how the game has been revised over time, you've come to the right place.
neutralise or evadeoption has been extended to greater threats as well as lesser, and the
demonstrate your mastery of stealth and acrobaticsRoutine Action is now
demonstrate your mastery of the skills of your trade.
Opposing Forces player, just say
Opposing Force– it should be clear from contest when we mean the player!)
generally.
officialplaytest draft! For changes earlier than this, you'll have to refer to the changelog for Doomguy, if I ever get around to posting one.