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Gone to Hell

Playtest Version 0.6

A storygame of gratuitous violence
by David J Prokopetz

Table of Contents

Important Note: This document may not represent the most up-to-date version of Gone to Hell. You can always find the latest revision at the following address:

https://penguinking.com/gone-to-hell/

Credits & Acknowledgements

Gone to Hell is written and edited by David J Prokopetz. The Survivor playsheet written by Arthur Hill. 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.

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What the Hell Is Going On?

Gone to Hell started with a simple question: what if Doom were a narrative-driven 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.

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The Game

Gone to Hell is a tabeltop roleplaying game about a lone hero against the forces of the apocalypse. I'm going to assume you already have a basic idea of what a tabletop roleplaying game is – if not, give Wikipedia a try! – so that just leaves the lone hero against the apocalypse part that needs explaining.

In most tabletop RPGs, every player but one takes on their own dedicated role, called a player character or PC. The remaining player, usually called the Gamemaster or GM, takes on the role of the world in which the PCs' story takes place. Gone to Hell only has one hero, though, so we're going to flip the script a little: instead of having one Gamemaster and multiple player characters, Gone to Hell has one player character and multiple GMs!

It works like this. Each player will claim responsibility for a particular facet of the ongoing apocalypse, called an Opposing Force. The Opposing Forces collectively define the perils that threaten the world. Then, working together, the whole group will create a single player charater, called the Slayer, to be the one who faces those perils on the world's behalf.

Each player takes their turn to be the Slayer, while everybody who's not currently the Slayer works together as co-GMs to set challenges and obstacles in the Slayer's path. Their responsibilities include describing what the Slayer sees, reacting to the Slayer's actions, and stepping into the roles of any non-Slayer characters who happen to be present.

You probably still have questions, and I'm not planning on leaving you hanging – the whole next chapter, Your Role, goes over how to be a Slayer or Opposing Force in a fair amount of detail. For now, though, let's cover the basics of play!

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What You'll Need

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Setup

In most games you'd start with character creation, and Gone to Hell is no exception. There's a little extra work to do first, though: before you can create the Slayer, you need to figure out what they're going to be up against! 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 that instead.
  3. You'll see a fill-in-the-blanks section called Your Hunger, Your Instruments, Your Laws, Your Damage, or Your Demands, depending on your playsheet. Fill in the first line; the others will be filled during play when 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. Any questions you don't answer now can be filled in during play.
  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 Force 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!

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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 unreasonable situation the Slayer finds before them. They need not drop the Slayer directly into a fight, but should include some real, present danger.
  2. The Slayer will investigate, 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 should take an action (see below); if not, refer to your Opposing Force playsheets 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 Force playsheet will explain how. One of the Opposing Forces will step forward and wrap up the scene in the appropriate fashion.
  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. Also move any unspent tokens in front of the new Slayer, and add one more from the pile.
  8. Start the next scene!
  9. Repeat steps 1–8 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 – 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!

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Your Role

If you've read the previous chapter, you should have a pretty good idea of how the game's roles relate to each other. In part, this chapter is about expanding on that how to cover a variety of special situations, but in equal part it's about why things are set up the way they are. Don't feel like you need to memorise all this in one go – a fair chunk of it will make more sense once you've given the game a spin!

Note: the following sections will frequently refer to particular parts of a playsheet. If you've gone through the setup instructions, you should already have copies on hand; if not, skip ahead and print out a couple of them to refer to – one Slayer and one Opposing Force will do.

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For Everybody

Before I get into the specifics of each role, there are a few things that everybody – whether they're currently the Slayer or an Opposing Force – should keep in mind.

Pre-Game Discussion

You've probably noticed that Gone to Hell's setup instructions are twice as long as the actual rules of play. There's a reason for that!

By default, the game doesn't assume you're using a pre-written scenario. Whatever the Slayer is up against, it's decided by putting together all the Opposing Force playsheets and seeing how they line up. You can discuss this beforehand if you want to, but it's been my experience that writing up the Opposing Forces independently and bashing them together after the fact is usually more fun!

When you're figuring out how the Opposing Forces fit together, a few useful questions to ask can include:

The answers to these questions will leave you in a good position to define your group's Slayer. The Your Legend section of the Slayer playsheet will cover the most obvious questions that need to be answered to tie them into the whole mess, but don't hesitate to add your own if an interesting angle suggests itself.

The Principle of Narrative Truth

Gone to Hell doesn't put any walls between what you describe and what happens in the story. There are no dice rolls mediating between intention and action – if you say it happened, it happened! In formal game-design jargon, this is sometimes called the Principle of Narrative Truth.

This opens up a lot of space for over-the-top video game heroics. You don't need to hope for a good dice roll or hedge your bets against the possibility of failure; if you think it would be awesome for something to happen, just go for it! Whatever you describe happens exactly as you've described it.

With great power comes great responsibility, though. This shows up in two main ways.

First, there's the problem of blocking: that is, coming up with a reversal or well-actually to negate something another player just did. This is generally a bad idea – you should always build on what the other players are doing, rather than blocking or reversing. If somebody's taking the game in a direction that totally torpedoes your vision, call a sidebar and talk it out; trying to use the rules to yank the plot back on track will just piss people off.

Second, there's the more basic question of whether what you have in mind is reasonable. Not in terms of realism – in most games, the Slayer will often do objectively unreasonable things! – but in terms of the internal logic of the story. Which leads us to…

The Bullshit Rule

This is the flip side of the Principle of Narrative Truth. Every action and event in the narrative has a context. If the rules say you can do something, you still have to figure out how that makes sense story-wise. From the Slayer's perspective, that could mean using Routine Actions to set up a Heavy Action's knockdown. For the Opposing Forces, that means using your Routine Reactions to establish what's at stake before bringing down the hammer. Failure to do so may invoke the Bullshit Rule.

Basically, any player, Slayer and Opposing Force alike, has the right to call bullshit if somebody just did something that doesn't make sense. This might mean you contradicted a previously established fact, introduced an obvious plot hole, or failed to adequately justify an action or reaction in the narrative. There's no penalty for getting called out – you can just back up and try again. If necessary, you can also briefly discuss exactly what the problem was.

In any case, the Bullshit Rule isn't something you use tactically. Usually it only takes a small adjustment to bring things back in line. If you call bullshit, be prepared to offer constructive suggestions!

Content Ratings

Given the source material's preoccuption with sex and violence, it's easy for Gone to Hell to go places people aren't comfortable with. Both pre-game discussion and having some mechanism for pumping the brakes if a boundary unexpectedly gets crossed in play have their place.

There are any number of tools you can use to tackle this issue. I don't advocate any one in particular, because I don't know your group, and the wrong approach for the wrong group can hurt more than it helps. As a starting point, however, you can fire up your favourite search engine and look up The X Card and Lines and Veils.

Taking Notes

The last piece of advice I have to offer is pretty simple: take notes. Which role you're playing is going to be pinballing all over the place, and it's easy to lose track of important stuff. Since Gone to Hell doesn't have a dedicated GM role, the responsibility for writing stuff down falls on everyone equally! In a face to face game, index cards are great for representing important objects and named non-Slayer characters.

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Being the Slayer

The Slayer is the star of the story. If you didn't skip the intro, you'll know that the prototype of this game were called Doomguy, and first-person shooter protagonists still lie at the centre of the rules' comfort zone. They're adaptable, though. If the Doomguy isn't your speed, characters ranging from Samus Aran to Bayonetta to Jill Valentine can also make great inspirations for your group's Slayer; I even have it on good authority that this game has successfully been used to run Kirby's Adventure!

The most important thing to understand about being the Slayer is that you're the one in the driver's seat. If you've played tabletop RPGs in the past, you may be accustomed to a style of play where the GM is the proactive one, and the players just react. Banish this from your mind. Gone to Hell operates on video game logic; if you're the Slayer, you're the player, and like the player in a video game, you are the one in control.

Looking at the actions on your Slayer playsheet, you'll see that control. None of your actions are purely reactive: they're about taking control of the world, or actively ceding that control to the Opposing Forces. The Slayer doesn't fail unless you choose for them to fail, and the Opposing Forces can't even really attack you without your permission. The Opposing Forces do have a limited ability to spring stuff on you if you're idling, but that's mostly a concession to the fact that you're playing with other human beings, not a computer with infinite patience!

The upshot is that most of the time, you'll be describing the immediate outcomes of your own actions. The Opposing Forces can expand on your narration to describe how the world reacts to those outcomes, but they don't get to decide, in the moment, whether you succeed or fail.

So: let's look at how that control plays out in a few specific situations.

Beating the Bad Guys

As a video game protagonist, the Slayer's most basic act is to beat up the baddies. Both your first Routine Action and your first Heavy Action focus on this, at different scales. Overcoming a threat doesn't necessarily mean destroying it; depending on which Slayer playsheet you're using, it might not even mean hurting it at all! The basic idea is always the same, though: a threat stops being a threat, at least for the time being.

Gone to Hell doesn't expect you to spend a lot of time on any given threat. The Slayer can take out any number of minor baddies in a single action without spending any resources at all, and if you put down a token, you can take out just about anything. These are termed lesser and greater threats by the rules, respectively.

The distinction between the two types of threats is mostly mechanical: if the Opposing Forces used a Heavy Reaction to put it into play, it's a greater threat, otherwise it's a lesser threat. The only exception is threats that were already present at the start of a scene, which may be greater threats at the Opposing Forces' option. If you're not sure whether you're going to need a token to take out a given threat, just ask!

Going Places and Breaking Things

Defeating monsters won't necessarily help the Slayer achieve their goals. Usually, you'll be fighting them simply because they're in the way. Actually getting where you need to be is covered by your second Routine and Heavy Actions; the second Routine Action defines the Slayer's basic toolset for interacting with the environment, while the second Heavy Action lets you spend a token to just be there.

Likewise, the third Routine and Heavy Actions are about what you do once you get there. The Routine Action is your basic problem-solving approach, while the Heavy Action just lets you declare a problem solved. The term problem should be construed broadly; basically, anything you can't beat up qualifies!

Some care needs to be exercised with these actions, particularly the Heavy versions: just because the rules say you can go somewhere or do something doesn't free you from the need to describe how you do it. It's okay if you resort to video game logic, but you still have to figure out what it looks like story-wise. If you'd rather have the Opposing Forces figure it out for you, skip ahead a couple of sections, to Leading Questions.

Powering Up

The fourth Routine and Heavy Actions on the Slayer playsheet are about collecting powerups. Depending on how familiar you are with Gone to Hell's source material, how these actions work may be totally obvious or totally opaque. There's a whole chapter later in this document, Powering Up, dedicated to laying out one possible way to handle it.

Note that, like all Slayer actions, you don't need to wait for the Opposing Forces to give you permission to use this one. You can just invent a power-up that suits your idiom and narrate it into the scene, as long as it's at least vaguely plausible for something like that to be present.

Leading Questions

Remember when I said that, as the Slayer, you have to figure things out yourself? The final Routine and Heavy Actions on the Slayer playsheet are the way around that. Rather than describing the outcome of an action, you can use one of these questions to throw the ball into the Opposing Forces' court, asking them to figure it out for you. This is a way for the Slayer to cede narrative control without giving it up entirely.

As a Routine Action, you're asking for a direction. This is the Slayer saying I don't know where to go next – tell me where the next interesting or useful thing is. The way the question is phrased reflects what your particular Slayer archetype finds interesting or useful. As a Heavy Action, you're asking how you can win. It's a prompt for the Opposing Forces to hand you a golden opportunity to do something awesome – and you're paying for the privilege, so they'd better give up the goods!

In either case, you're flipping the script and inviting the Opposing Forces to be proactive for a little while. You can and should throw in a bit of narration establishing how you're seeking the information you've requested. This won't affect whether you get it (Slayer actions always succeed!), but it will inform how the Opposing Forces describe it. For example, the questions on the Hunter's playsheet could be framed as the output of a high-tech scan visor just as easily as the result of deductive reasoning.

Giving Up Control

If your leading questions are about sharing control with the Opposing Forces, Light Actions are about putting the ball completely in their court. Each Light Action is an open invitation for the Opposing Forces to have something terrible happen to you – all you get to choose is the kind of trouble you're in!

You're not just throwing the floodgates wide open, though. Like any other action, it's still up to you to describe what the Slayer does and what the immediate consequences of that are. If you want to get your butt kicked, you have to actually narrate getting your butt kicked! The Opposing Forces will pick up that outcome and run with it. If you really want to give them free reign, ask the final leading question that appears as your fifth Light Action. Nothing good will come of it.

Winning and Losing

Victory and loss are defined by the scene-ending triggers on the Opposing Force playsheets. Unless somebody's using an unusual or homebrewed playsheet, these triggers are pretty straightforward: if you take three Heavy Actions before taking three Light Actions, you win. Conversely, if you take three Light Actions before taking three Heavy Actions, you lose!

Owing to the way the game's token economy works, losing is always a choice. You can theoretically break even on every scene in which the Slayer emerges victorious: gain one token when the scene starts, plus two more for Light Actions, and spend all three on Heavy Actions for the win.

That you never have to lose doesn't mean you won't, though. You might allow the Slayer to get their ass kicked because it's dramatically appropriate; because the Opposing Forces are on a roll and you want to see where they're going with it; because you've been backed into a narrative corner and can't pull a victory out of your ass without tripping over the Bullshit Rule; or just because you want to bank a few extra tokens for the sake of flexibility in future scenes.

One slightly inobvious implication of the scene-ending rules is that you can actually claim victory by powering up or asking a leading question as your third Heavy Action of the scene. There's no rule against this. Understand, however, that you're putting the Opposing Forces on the spot by doing so – now they've got to figure out how what you just did could plausibly result in the Slayer's immediate victory! It's good form to have a suggestion in mind, just in case you stump them.

If you'd prefer a grittier game, see the optional rules for alternative scene pacing for some suggestions on how to adjust this.

Having Boss Fights

It's not super obvious how to have a boss fight in Gone to Hell, since any threat can be disposed of in a single action. As always, the answer is that as the Slayer, you get to choose what constitutes a boss fight. The general flow of a boss fight is to get your ass kicked for a while by taking a couple of Light Actions in a row, then rally with a Heavy Action to finish the fight.

If you want a multi-stage boss fight, this is one of those situations where you might want to take a loss on purpose: after disposing of a boss-worthy threat as described above, use your third Light Action to ask a leading question and prompt for the next phase. Note that, since this ends the scene, it's the next player in the scene order who will be stuck fighting the boss's true form!

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Opposing the Slayer

As an Opposing Force, your roll will mainly be a reactive one: the Slayer does stuff, and you describe not whether they succeed (the Slayer's player decides that), but how the world responds. Some games will encourage you to portray a living world that exists independently of the player character, but Gone to Hell isn't that kind of game: like a video game world, it exists purely as a reaction to the Slayer. If the Slayer doesn't hit those event triggers, nothing happens!

That said, there's one situation where you get to be a little more proactive. Namely…

Setting the Scene

Every scene begins with an opening narration by the Opposing Forces. Usually one Opposing Force will take the lead here – whoever was most recently the Slayer is a good default if nothing else suggests itself – but it's explictly a collaborative affair. Take a moment to discuss the situation the Slayer finds themselves in. You can even do it in character and have a little Evil Council of Evil sidebar, if you want to; just don't drag it on too long, or else the Slayer might get bored!

The essential elements of opening a scene are as follows:

From here, your role shifts to a reactive one: the Slayer acts, and you respond. Let's take a look at what those responses look like.

Introducing Threats

Your most basic reaction is to add more threats to the mix. In game terms, a "threat" is anything the Slayer can fight and at least theoretically kill or destroy. Things the slayer can't kill are obstacles instead (see below).

Since you can introduce threats as a Routine Rreaction, in principle you can just bury the Slayer under a pile of infinite monsters. In practice, that doesn't work out for two reasons: first, because the Slayer can get rid of any number of lesser threats as a Routine Action, and second, because repeating yourself is boring.

For lesser threats, the appropriate time to introduce them usually boils down to the of course factor. Of course the room is full of zombies. Of course a truckload of cyborg soldiers would arrive at that exact moment. Of course these guys are here to ruin your day. Obviously you're not trying to annoy the other players, but from an in-character perspective, lesser threats are often very annoying!

Greater threats, meanwhile, happen because the Slayer asked for it – literally! Introducing a new greater threat is a great response to nearly any Light Action, but it's particularly well suited the second and third Light Actions on each Slayer playsheet. These ones are your miniboss material – though as discussed above, it's up to the Slayer whether you're going to have a boss fight.

Getting in the Way

Your second reactions, both Heavy and Routine, are about putting obstacles in the Slayer's path. As a Routine Reaction, these are mostly passive obstacles: they're there, but the Slayer can choose to engage or not. As a Heavy Reaction, they're more obtrusive – something the Slayer has to deal with right now, whether they want to or not. You can take whatever steps you need to enforce that, up to and including literally dropping the Slayer in a hole.

Obstacles will usually require more consideration than threats. Any Slayer can blow up bad guys, but what sorts of more general obstacles they're equipped to deal with is going to depend a lot on their weapons and idioms. If you want to give the Slayer a chance to throw off, hit them with an obstacle they've got just the thing for. On the flip side, an obstacle with no obvious solution in the Slayer's toolkit can help to encourage lateral thinking. Just be ready to offer hints if you go with the second one!

Whatever form they take, an obstacle actually needs to obstruct the Slayer's goals. If it's not something the Slayer needs to deal with eventually, it's just flavour text. Flavour text has its place, but it's not what this reaction is for. This does mean that to pose effective obstacles, it's necessary for the Slayer to have clear goals, and for the Opposing Forces to know what those goals are. Don't be afraid to call a time-out and ask the Slayer what they're trying to accomplish, if it's not obvious.

Lore and Worldbuilding

Your third Routine and Heavy Reactions don't put anything directly in the Slayer's path. Rather, they're your tools for shaping the world around the Slayer. As a Routine Reaction, every Opposing Force has a specific prompt – always starting with the word describe – that fleshes out the world in a way that reflects your themes. As a Heavy Reaction, the reveal option makes it personal, directly showcasing your role in the world in a way that causes problems for the Slayer.

In both of its incarnations, this reaction's role is to establish facts. That makes it uniquely vulnerable to the Bullshit Rule, if there's anything important you're forgetting. Ironically, it's also your best tool for avoiding the Bullshit Rule: if you set up the badness with this reaction before bringing it home, nobody can say you didn't warn them!

If there are any unfilled slots under Your [Whatever] on your Opposing Force playsheet, the Heavy version of this reaction is a great time to fill one in.

Flavour Text

Just like the previous set of reactions is about facts, your fourth Routine and Heavy Reactions are about flavour. The Routine version puts the finishing touches on somebody else's narration, whether that's the Slayer or another Opposing Force. It's how you stay involved while letting another player take the lead; in conjunction with your mood and aesthetic, it's how you foreshadow your involvement even when your influence isn't directly present.

The Heavy version is also about setting the mood, but in the exact opposite way: you completely hijack the story and monologue for a bit. You won't necessarily have many chances to use it, since it's sharing a limited resource with all the other Heavy Reactions, so when the opportunity does come your way, I recommend hamming it up for all it's worth. Don't worry about going over the top – video games are not known for subtle acting.

Depending in the sort of Opposing Force you're playing, the Heavy version may be difficult to justify as in-character speech. Some Opposing Forces aren't in the habit of speaking at all, much less delivering monologues. That doesn't mean this reaction is off the table for you. If your group is okay with it, you can step into the role of a nameless narrator – or if nothing else works, resort to a mysterious voice over an intercom. It's a popular trope in Gone to Hell's source material for a reason!

Leading Questions

Unlike the Slayer, as an Opposing Force, asking a leading question is always Routine. This is because Opposing Forces' leading questions don't change who's directing the narrative: when you ask the Slayer a question, you're prompting for more of whatever they're already doing. Each question is an invitation for the Slayer to expand on whatever they just did, and ideally provide some insight into the why of the action as well as the what.

This might result in further action on the Slayer’s part, in-character banter with one of your mouthpiece characters, or some combination of the two – it’s really up to the Slayer how they want to handle it.

If the consequences and motivations of whatever the Slayer just did are obvious to everyone, there’s no need to use this reaction, because there's nothing to expand on. Ask the question if you, personally, think there's something worth exploring further there.

Like the flavour text reactions, Opposing Forces' leading questions can be posed out of character if necessary.

Hurting the Slayer

You've probably noticed that there's something pretty important missing in all the previous discussion: attacking the Slayer. You can introduce threats and put them in the Slayer's path, but how do you use them to directly hurt the Slayer?

The short answer is that you don't – at least, not directly. You can hurt the Slayer's objectives easily enough, but you can't lay a finger on the Slayer themselves unless they allow it by taking an appropriate Light Action. Usually this will be the fourth Light Action on each Slayer playsheet, though sometimes others may play the role as well.

When that happens, there's no specific reaction for adding insult to injury. If the Slayer's mistake attracted hostile attention, that's introducing threats. If it forced them into a bad position, that's obstructing their path. If you just want to make the description of the injury extra gruesome, that's interjecting details. Let the way the Slayer describes the triggering Light Action guide your response

Ending the Scene

When the Slayer takes a third Heavy or Light Action, it's time to step back into the leading role and wrap things up. Just like starting a scene, ending it is a collaboration between all the Opposing Forces. As before, one Opposing Force will generally take the lead, but this time flip it around: just as whoever was most recently the Slayer usually leads when opening the scene, whoever's going to be the Slayer next should usually lead when closing it. This is the perfect opportunity to sprinkle in some hints of what you'd like to deal with during your turn in the driver's seat.

How the scene actually ends is usually going to be obvious from context. If the Slayer triggered the end of the scene by taking three Heavy Actions, the baddies get their butts kicked, while a third Light Action means the Slayer gets the short end of the stick. In the latter case, the gloves come off a little with respect to directly harming the Slayer (they did just take a Light Action, after all!), but you still can't maim or kill them unless that wouldn't be a career-ending injury for them – they need to be capable of acting in the next scene.

Unless you've explicitly cleared it with the group during your pre-game discussion, you should avoid screwing the Slayer over by turning three Heavy Actions into a victory that just makes everything worse. In some games that'll be totally appropriate, but it's not the sort of thing you randomly spring on people. Alternatively, if you'd like the possibility of sour victories to exist, but you'd prefer not to be the one to decide, you can check out the optional rules for Diceful Scene Resolution.

One slightly subtle consequence of these rules is that since the scene-ending triggers are tied to specific reaction types, you can decline a trigger simply by not taking the relevant reaction. You shouldn't do so often, since it messes with the token economy, and you definitely shouldn't do it to deprive the Slayer of a victory they're clearly gunning for, but you're not required to cut short a scene that's still got legs just because a trigger came up.

Things To Avoid

I'm going to close out this chapter with a few don'ts for Opposing Forces:

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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!

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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 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.

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.

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The System

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 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.

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.

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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 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.

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.

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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 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 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.

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.

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The World

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

Your Demands

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:

Your Agendas

As you play, let these principles guide you:

Taking Reactions

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.

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.

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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!

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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; ragged clothing; spikes and chains; rippling muscles; scars and tattoos

Your Attitude (choose one or more): Earnest conviction; grumpy impatience; wry cynicism; 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 your enemies' weapons; upgrading your physical enhancements; 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

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!

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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; dapper finery; an immaculate uniform; a concealed face; a long 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-weapon; familiars or combat drones; a finely wrought blade; determination

Your Idiom (choose one or more): Assimilating alien magic or technology; learning forbidden techniques; copying your enemies' special abilities; escalating your response; improvising with whatever's handy

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

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!

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The Thrillseeker

In the midst of so much death, you've never felt more alive. This whole apocalypse business sounds like just the challenge you've been looking for – bring it on!

Your Look (choose one or more): Designer clothes; exposed skin; leather and studs; elaborate hair; 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

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!

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The Survivor

Whoever said expect the worst and you'll never be surprised probably wasn't talking about the end of the world. You're in way over your head, but the only way out is through.

Your Look (choose one or more): Personal protective equipment; pouches and bandoliers; street clothes; a depersonalising jumpsuit; a thousand-yard stare

Your Attitude (choose one or more): Stony resolve; cheerful cruelty; exasperated dismay; creeping paranoia; sheer panic

Your Weapons (choose one or more): Conventional firearms; speed and stealth; poorly understood gadgetry; your fellow survivors; moral compromise

Your Idiom (choose one or more): Repurposing abandoned tools; hoarding weapons and supplies; gaining useful allies; recovering records left by past survivors; stumbling upon the solution while running away

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

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!

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The Fool

You've always had a talent for finding trouble, but this one takes the cake. The end of the world? Not if you have anything to say about it!

Your Look (choose one or more): Battered armour; youthful fashion; practical working clothes; zippers and buckles; a stylish hat

Your Attitude (choose one or more): Heedless excitement; keen diligence; unshakable faith; carefree innocence; perpetual bewilderment

Your Weapons (choose one or more): A legendary blade; a magical companion; an assortment of unlikely tools; impossible resilience; the power of friendship

Your Idiom (choose one or more): Collecting mysterious artifacts; awakening to your destiny; befriending the enemy; putting inadvisable things in your mouth; stealing borrowing anything that's not nailed down

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

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!

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Powering Up

Most of the actions on the Slayer playsheets are pretty self-explanatory, but the power up and catch a reprieve options that let you make up new actions to add to the playsheet can be tricky, especially if Gone to Hell is your first exposure to the genres it's emulating. Rather than assuming that everybody reading this document already knows what a video game powerup system looks like and how to construct one, I'm going to take this chapter to describe one way to handle it.

Everything that's discussed here should be considered strictly advisory. Depending on the source material your game draws from, you may decide to handle power-ups in a totally different fashion. You might not use new actions at all, reserving power-ups for restoring actions that have been crossed off – or you might be be writing down new actions in every scene!

Starting With Extra Actions

In most cases it won't be necessary to start with any extra actions for your group's Slayer concept to work. Nearly every option that's discussed in this chapter can also be represented by writing in an extra entry under Your Weapons or Your Idiom and rolling the effects in under one or more of the playsheet's standard actions. This won't give you some of the formal benefits of defining it as an action, like messing with the token economy or being able to damage it as a Light Action, but if you don't care about any of that stuff it's definitely the simpler way to go.

That said, if there's something you absolutely need to make your Slayer concept work that doesn't fit as a weapon or idiom or can't reasonably be covered by your Slayer playsheet's standard actions, there's no rule against pencilling in a new move or two before the start of the first scene. There's only one Slayer, and everybody gets a turn to be them eventually, so you don't really have to worry if it's balanced!

Limits on New Actions

There's no formal cap on the number of actions that can be added to the Slayer playsheet in this way. For most games I recommend a soft limit of three or four such actions, with any new actions beyond that replacing an existing one that hasn't been used in a while. That's explicitly not a rule, though; for some scenarios (and some Slayers), accumulating a list of special tricks as long as your arm is totally appropriate!

In any event, I'd limit it to no more than one new action per scene, unless there's a really good explanation.

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For Routine Actions

Whenever you run into something that lines up with the Slayer's idiom, you can add a new Routine Action to the Slayer playsheet. The next chapter discusses the anatomy of Routine Actions in much greater detail; as a brief introduction, the standard Routine Actions on every Slayer playsheet break down like so:

New Routine Actions give the Slayer additional ways of handling one or more of the above. They don't have to line up one-to-one with existing actions, but thinking of them that way can make it easier to come up with new ones on the fly.

Dealing With Lesser Threats

Every Slayer has the option to destroy any lesser threats within reach as a Routine Action, though some playsheets provide other options – for example, the Hunter can also evade. New actions of this type either create additional options, or modify the conditions under which those options can be used. Some examples might include:

Dealing with lesser threats can also cross the line into environmental manipulation or finding a new angle by doing something useful with a threat rather than evading or destroying it. This could look like any of the following:

These actions take the form [do something to] lesser threat(s) [under some condition] by/using/with [method].

Engaging With the Environment

The most straightforward way of giving the Slayer new ways to engage with the environment is to grant a new mode of movement. Examples include:

Another, slightly less obvious option is to change how the Slayer engages with the environment by not engaging with certain features of it. In their most basic form, these actions let the Slayer claim immunity to a specific danger or environmental condition, like:

These actions will usually represent a protective suit, chemical treatment, fortifying magical glyph, body-hardening meditative practice, or something to that effect. Technically the Slayer needs to burn a Routine Action to activate this protection when it's needed, though in practice the Opposing Forces may give them a free pass and assume it's always active. Conversely, the Opposing Forces may decide as part of a Heavy Reaction that it's temporarily worn off or been overloaded!

These actions take the form [do something unusual] by/using/with [method].

Finding a New Angle

There are a couple of ways to approach finding a new angle. The first and most basic gives the Slayer a new toy to play with that grants a specific set of problem-solving tools – e.g., a gun, gadget, gauntlet, or martial arts technique that works by:

Some of these options may cross the line into engaging with the environment as well as finding a new angle, depending on how you approach them. That's okay – like I said earlier, thinking of each new action as a 1:1 counterpart with a standard action on the Slayer playsheet is just a convenient shorthand. A given action doesn't have to be restricted that way if it doesn't make sense for it to be.

The second and more comprehensive option is what you might call an alt mode: the Slayer transforms into or assumes the role of something that gives them a new set of capabilities to play with. Variations on this theme include:

These effects are mostly narrative, but the Opposing Forces might determine that certain other actions work differently until the Slayer changes back. If the Slayer spends enough time fooling around in an alt mode to invoke the stalling for time rule, the Opposing Forces can knock them out of it as a Routine Reaction.

These actions take the form Find a new angle on a problem by/using [method].

Powering Up

The standard Routine Action for powering up already reflects the Slayer's idiom(s), so adding a second one will be unusual. Normally it will only make sense to do so if the Slayer suddenly acquires a new way to power up mid session. (Maybe they get turned into a vampire?) The option does exist if such a scenario ever comes up, though!

These actions take the form Catch a reprieve by/using [method].

Asking For a Hint

New actions of this type supplement the final Routine Action on the Slayer playsheet by granting an additional question you can ask the Opposing Forces and be guaranteed to get a straight answer. This might represent:

Taking this option multiple times will usually expand the capabilities of the existing information-gathering method rather than adding new methods. Most extra questions will be something along the following lines:

These actions take the form Use [method] to ask the Opposing Forces [question].

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For Heavy Actions

Heavy Actions follow a similar pattern to Routine Actions, so all of the previous discussion applies here too. Your new Heavy Action would just have bigger effects: removing greater threats rather than lesser ones, wiping away problems rather than finding new angles, and so forth.

However, the standard Heavy Actions on most Slayer playsheets are already very flexible, so that approach will often feel unsatisfying. Another approach is to create new Heavy Actions that break the rules in some way, letting the Slayer do things that don't obviously fall within the scope of any existing Heavy Action. You can think of these as Gone to Hell's equivalent of those rule-breaking special moves in a video game that require you to charge up a meter or expend some limited resource.

A few examples:

Environmental Control

Spend a token to create a particular environmental condition spanning the entire scene. This action lets the Slayer exercise a moment of Opposing Force-like control over the staging of the scene. Possible effects include:

Actions of this type just state the thing the Slayer does – there's no special phrasing.

Mass Destruction

Spend a token to take out all the lesser threats in the scene, regardless of whether they're within reach, as well as inflict variable amounts of collateral damage depending on how the action is described. This could represent:

Actions of this type take the form Destroy/banish/etc. all lesser threats in the scene by/using/with [method].

Perfect Defence

Spend a token to completely no-sell, well, just about anything. This one requires a fair bit of collaboration with the Opposing Forces in order to set up a sufficiently ridiculous attack or peril that simply surviving it is dramatic enough to be worth the token. If you absolutely need the Slayer to be able to shrug off a nuclear bomb to the face, though, this is the action for you. Possible justifications include:

Actions of this type take the form ignore any single attack by/using/with [method].

Scale Up

Spend a token to change the scale of the conflict for the rest of the scene. The effects of this action are mainly descriptive, changing what counts as an obstacle or a threat from the Slayer's perspective: things that formerly constituted greater threats might be treated as lesser threats, and things that were simply out of the Slayer's league may now be approachable as greater threats. It may also modify how other actions work, at the Opposing Forces' discretion. This might involve:

If the Slayer uses this effect as a scene-ending Heavy Action, they receive the benefits of increased scale for the next scene instead. Actions of this type take the form change the scale of the conflict by/using/with [method].

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Creating Your Own Playsheets

Unless you skipped straight here, you've no doubt noticed that large portions of them follow a pretty strict formula. I've tried to make it as simple as possible to homebrew your own playsheets, and in this chapter I'm going to expand on some of the finer points of that formula.

Note: this discussion assumes you're already familiar with all of the playsheets included in this document, so if you haven't read them yet, go back and do so now!

For Everybody

Every playsheet starts with a high-level concept. I start by coming up with at least three different examples of that concept from popular media and finding the common thread; ideally, these examples should be from first-person shooters, spectacle fighters, or – to a somewhat lesser extent – survival-horror games and Metroidvanias, since that's what will mesh best with the game's existing material, but your source material could be just about anything.

You'll want your go-to examples to be as different as possible from one another while still sticking to your central theme, or else you're going to have a hard time filling out some of the following sections, particularly the choose one or more bits. Once you've got them firmly in your mind, the next steps depend on what kind of playsheet you're creating – an Opposing Force, or a Slayer.

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For Opposing Forces

Every Opposing Force playsheet begins with a trio of pick-lists: Your Nature, Your Aesthetic, and Your Mood. Aim for around five entries on each list.

Your Nature is the most straightforward of the three: a basic statement of what the Opposing Force's deal is. This is the one where players are least likely to exercise the or more clause, so it's okay if they're mostly mutually exclusive, but be on the lookout for interesting pairings. Each entry should be around 3–4 words long; occasional outliers are okay, but if they're consistently longer, you're probably overspecifying.

Unless the Opposing Force is a singular being like the Rival, Your Aesthetic isn't just a fashion statement: it also establishes what sorts of descriptive cues you can use to signify that a given place or situation is under that Opposing Force's influence. Mutually exclusive options are less okay here – try to make sure that every possible pairing is a distinctly interesting option in its own right.

Finally, Your Mood sets the tone when this Opposing Force's player is in the narrative driver's seat. It doesn't necessarily reflect the attitude of any particular agent of the Opposing Force, though it totally can if it's the sort of Opposing Force the Slayer can talk to. The fatal temptation here is to break out a thesaurus and just find five different ways of saying the same thing, so mix it up!

Your Thing

Every Opposing Force has its own unique gimmick, from the Horde's hungers, to the System's mechanisms of control, to the Rival's bewildering array of psychological hangups. These are filled in during play, so you don't need to come up with anything right now, but you should put some thought into exactly how what's being asked for reflects the Opposing Force's core theme.

The secret trick is that each Opposing Force's Thing is the expression of its fifth Agenda: the Cipher has laws by which it may judge, the System has instruments through which to exert its control, and so forth. You may find it works better for you to skip ahead and figure out the Opposing Force's Agendas now, then come back and figure out its Thing afterward.

Your Agendas

An Opposing Force's Agendas are a set of basic storytelling prompts to help its player figure out how it should react to the curveballs the Slayer throws at it. They break down like so:

Heavy Reactions

Heavy Reactions are how the Opposing Force brings the pain. There are exactly five, as follows:

Routine Reactions

Routine Reactions are the workhorses of the playsheet. They're troublesome, but not terribly harsh; in response to any Slayer action includes Heavy Actions, and you don't want a Routine Reaction on your Opposing Force playsheet that can completely reverse a Heavy Action's victory!

Light Reactions

Light Reactions have the least formal structure, which gives you an opportunity to inject some extra personality. The first four Light Reactions typically consist of some combination of the following options, in no particular order. No Opposing Force playsheet will have all of them, and some may have multiple versions of the same one.

The final Light Reaction is another boilerplate scene-ending trigger – time to copy and paste!

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For Slayers

Like Opposing Forces, every Slayer's playsheet begins with a series of pick-lists: Your Look, Your Attitude, Your Weapons and Your Idiom. Each one should have around five options. That might not seem like a lot, but remember that the group can write their own entries when the playsheet is actually used; your goal isn't to exhaust every possibility, but to provide a solid direction for the group's brainstorming.

Your Look is probably the easiest – just steal bits of costumery from the examples you came up with in the first step. These can be both self-contained looks and individual touches of colour. Try to make sure that at least most of the options are amenable to being paired up, and watch for fun or unexpected combinations.

Your Attitude is the one pick-list where you shouldn't worry about having lots of seemingly incompatible entries. Slayers contain multitudes; picking two wildly incompatible attitudes and figuring out how to reconcile them is part of the fun!

Your Weapons is where the Slayer's basic problem-solving tools are established. You don't need to worry about any give entry providing a complete toolkit, since the group can pick as many as they want when statting out their Slayer, so your priority should be to get a good mix of straightforward options and weird ones.

Finally, Your Idiom describes what the Slayer's powerups and health pickups are going to look like. Try to provide at least a little bit of in-character justification for each entry, but you don't need to be terribly realistic about it – Gone to Hell isn't particularly subtle about the fact that it's a tabletop video game. Most of the entries should be able to justify powering up in some fashion, but it's okay if one or two are pure recovery options.

Your Legend

This section consists of a set of three brief backstory questions. They should be the sorts of questions that can be answered in a single sentence – we're not interested in making any group that uses this playsheet write a book here! The trick is making sure that all of the questions are equally applicable to all, or at least most, of the media examples you have in mind. If you can't come up with any such questions, it's possible your examples aren't as closely related as you thought they were.

Your Agendas

Like Opposing Forces, a Slayer's agendas follow a particular pattern. You can adjust or rearrange if you playsheet concept warrants it, but try to stick mostly to the following set:

Heavy Actions

Heavy Actions are how the Slayer gets shit done. Spending a token is basically an I win button, at least in terms of what's immediately in front of the Slayer, and these actions should reflect that.

Routine Actions

Routine Actions represnt the Slayer's core competencies – things this particular Slayer can always do and expect to succeed, unless they've recently gotten the stuffing beat out of them. They're still things that cost, in terms of giving the Opposing Forces a chance to react, but they don't draw on limited resources.

Light Actions

Light Actions generate the fuel for Gone to Hell's engine, and they all do it the same way: by looking the Opposing Forces in the eye and saying please hurt me. The Slayer's choice of action determines what form the hurting takes. You don't need to specify any particular consequences here – that's what the Opposing Forces' Heavy Reactions are for.

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Optional Rules

The preceding chapters 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 one 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 Your Role chapter, 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.

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 discussed 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 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!

For Fluffier Games

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.

Variable Grittiness

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.

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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!

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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 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.

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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!

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Downtime Scenes

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!

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Diceful Scene Resolution

If your group wants a little more uncertainty in their lives than the basic rules of Gone to Hell provide – or if you just like to roll dice! – you can try the following rules on for size. For this variant, you're going to need three or four dice in each of two colours, where each colour represents a particular type of Slayer action. You can use any colours you want, but I'm going to assume for convenience that blue dice correspond to Heavy Actions, and red dice correspond to Light Actions.

Use the normal scene-ending triggers: the Opposing Forces can end the scene when the Slayer takes a third Heavy Action or a third Light Action. However, before describing the outcome, pick up a number of blue dice equal to the number of Heavy Actions the Slayer took this scene, and a number of red dice equal to the number of Light Actions the Slayer took this scene, and roll them all together.

Don't add any results up: instead, look for the single highest die of each colour. If there's a tie for the highest roll, discard all dice showing the high roll, and repeat until a clear winner emerges, or until one colour runs out of dice. Treat a colour with no remaining dice as having a high roll of zero.

Finally, compare which colour has the most (remaining) dice with which colour is showing the highest roll, like so:

Depending on the tone your group is aiming for, the reversal outcomes (i.e., mostly red, blue high and mostly blue, red high) can represent simple good or bad luck, but you also have the option of going for a full-on Shocking Twist. Maybe talk that one out first, though!

Breaking Ties

In scenes where the Opposing Forces declined a scene-ending trigger, or if certain other optional rules are in play (see below), it's possible to end up with the same number of dice of each colour. When this happens, treat the colour corresponding to the Slayer's final action for the scene as having the most dice. For example, if there are the same number of blue and red dice and the Slayer's final action was Heavy, read the mostly blue lines on the results table.

There's also a slight possibility of getting a tie for the highest roll, in the specific scenario that you're rolling three dice of each colour and all six dice line up into matching sets. If this happens, the session ends immediately with a bullshit sequel hook.

With Unbalanced Scene-Ending Triggers

If you're also using the optional rules for unbalanced scene-ending triggers, they'll need some adjusting to play nice with diceful scene resolution. Rather than requiring a different number of actions for each trigger, unbalance the dice by throwing in an extra die corresponding to the direction you want to skew the results: an extra blue for victory, or an extra red for tragedy. Other ways of adjusting the game's tone, like messing with the number of tokens awarded per scene, can be used as-is.

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Changelog

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

Version 0.6, 2020-06-18

Version 0.5, 2020-05-03

Version 0.4, 2020-04-23

Version 0.3, 2020-04-18

Version 0.2, 2020-04-15

Version 0.1, 2020-04-12

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