All We Love We Leave Behind
All We Love We Leave Behind
All We Love We Leave Behind
WE LEAVE
BEHIND
a roleplaying game of letter writing
for a solitary player
Adam X Vass
World Champ Game Co.
October 2017
All paintings used on the cover, interior, and related promotional materials
are in the public domain and made available by The Metropolitan Museum
of Art through their February 2017 policy of “Open Access,” which
allows images of these works to be used for any purpose, commercial and
noncommercial, for free and without requiring permission.
1
CONTENTS
An Introduction 3
What You Need 4
Establishing Your Characters 5
Writing Your Letters 7
Randomizing & Resolving 9
End Game 12
Gamemaster Variant 13
Setting Hacks 16
Hardboiled - 18
Sleepaway - 20
The Sun Amidst Small Stars - 22
Case Studies 24
Lost Moon by Chris Conlon - 25
A Simple Bliss by Cody Flowers - 33
DISTANCE FROM OUR SUN: 20,922,113,781 KM by Bee Walsh - 39
2
An Introduction
All We Love We Leave Behind (AWLWLB) is a single-player RPG
examining longing, loss, and love. In this game, you will play the Writer,
a character who stays home when the Absent, someone they love (a parent,
spouse, sibling, friend, etc,) must leave. You will write letters in character as
the Writer to the Absent, but you will not receive any in return. AWLWLB
is meant to explore feelings of uncertainty, absence, and isolation, your
letters hopefully will reflect that. When you’ve finished playing, you will be
able to go back and read the letters in chronological order and watch your
character’s evolution, whether that be for good or ill.
This game would not have been possible without a few key
influences. Firstly, AWLWLB is of course named after the 2012 album of
the same name by Converge available from Deathwish Records. While this
game (especially the rulebook) might be unable to match the intensity of
this record, I hope you approach your letters with the same honesty and
power, you will surely get more out of the experience that way.
Originally, this game was called Why Do They Leave? after the song
by Ryan Adams on his 2000 album Heartbreaker. The tone of this game
may more accurately match that of this song, but I considered All We Love
We Leave Behind a more evocative title. I also think calling the game Why
Do They Leave? would’ve shifted the focus to the Absent instead of making
your Writer the main character. AWLWLB keeps that focus on the emotions
involved and better represents the core idea of this project. Heartbreaker
is a great record nonetheless and worth mentioning as a catalyst for this
project.
Quill is a letter-writing game by Scott Malthouse that was very
influential on this game’s development, the core functionality of writing
real letters in-character to a person who doesn’t exist is explicitly derivative
of Quill. Great artists steal. You’ll find that structurally or mechanically, our
games have little else in common, but if you enjoy this game experience,
Quill is certainly worth looking into. At the time of this writing, it is available
as pay-what-you-want on DriveThruRPG.com so you have nothing to lose.
Apocalypse World is another great influence with its partial success
mechanic that you’ll learn more about in the coming pages, or if you play
any one of the myriad of roleplaying games that are now Powered by the
Apocalypse. These games make any test develop story in interesting ways,
by either succeeding, adding complications, or learning from your failures.
I’ve tried to harness the spirit of that logical story progression here to help
facilitate the emotional growth or shortcomings of your Writer.
3
What You Need
• To play AWLWLB, you will obviously need some paper and a
writing utensil. For a more deeply engaging experience, I recommend
not simply using a notebook of college lined paper. Having some nice
paper and a nice pen can quickly envelope you in character and make
writing a more natural process.
• You will also need a standard deck of playing cards with the jokers
removed.
• Lastly, you should have an index card or scrap paper to keep track of
your characters and your successes/setbacks that are separate from the
actual letters you write, or use a copy of the Detail Sheet included in the
back of this book.
4
Establishing Your Characters
Before you can begin writing, you need to know who you are, to
whom you are writing, and why you’re doing so.
The world is as full of magic and adventure as it is danger and
mystery1. You live in a harbor town called Avalon where merchants,
governing bodies, and adventurers have access to the open sea and thusly
coasts, islands, and cities across the world. Avalon is a town of medium
size, something more substantial than a few shacks built in the plains but
not something as large as the capital of the empire. It is important to have
a community that you are a part of as you’ll find yourself referencing it
often in your letters, but having a city too large can lead to your character
becoming immersed and distracted.
I suggest not establishing too many details of Avalon (Governing
body, social status, )at the start of the game and instead, explore and develop
important characteristics of your surroundings through your writing. You
will be less likely to write yourself into a corner and you might be surprised
by the details that spring up on the fly. You should however decide on
Avalon’s climate, the current season, and maybe a vague concept of its
standing in a greater empire, as these will inform later events that you will
be writing about.
It is easiest to first establish the person who has left and decide your
own identity as a result. We will be referring to this person as the Absent.
This person is an adventurer, either by trade, fate, or happenstance. Whether
they be a knight, mage, assassin, or explorer is up to you. Whatever you
choose, the Absent has left on some sort of quest, the nature of which need
not be established. It is entirely likely they wouldn’t tell you the details,
simply that they have to go. The entirety of our game takes place after
they’ve gone away anyhow.
1.
The default setting for this game is that of medieval fantasy as it is one most roleplayers are already
familiar with. If you wish to play in another world, see the Setting Hacks later in the book (page 16).
5
Once you’ve decided the identity of the Absent, it is time to figure
out who they are to you, and thusly who you are. We will be referring to
your character hereafter as the Writer. After all, this story is about you
(well… the character you are playing) and simply told through the lens of
the Absent.
While love is a major pillar of this game, it is not constrained to
simply romantic love. The Absent must be close to you and their absence
will shake you. If you need help or would like to randomize your experience,
draw a card from your deck and consult the table below. If you aspire to
have a more charged game, it’s recommended that you remove the face
cards and aces before drawing your relationship card, since the remaining
relationships are considered much closer and can lead to more easily
empathized emotional dramas.
8
Randomizing & Resolving
Each time you finish writing a letter, you should immediately draw
a single card from a standard deck of playing cards that has had the jokers
removed. Both the suit and the value should be taken into consideration and
dealt with separately. These will help determine the things that happen to
your Writer between sending out the completed letter and writing your next
one as well as the length of time you should wait between writing letters.
First, lets look at the value of the card drawn.
Card Values
• Face Card (Jack, Queen, King, Ace): Positive
Event.
Something positive happens in your character’s life and takes your
mind off of the Absent. You must wait X days before writing another letter
where X is 1+ the number of positives you’ve already had in this story,
keeping track of them on your Detail Sheet2. Your next letter will likely
include mention of these nice things happening to you. This is one time that
I recommend using technology in the game, set a reminder in your phone or
calendar to write your next letter on time. It is easy to get lost in your day
2.
Ex: if today is Monday and this is your first Positive Event, you must wait 2 days. Your next letter
should be written Thursday. If today is Monday and this is your third Positive Event, you must wait 4
days. Your next letter should be written Saturday.
9
to day life and forget to write, of course that is the point, but forgetting too
long will put a sharp halt to your story’s development. A Jack is considered
a minor event, a Queen is moderate, and a King or Ace would be a major
event. When you’ve gotten 4 positive events marked on your Detail Sheet,
the game ends, consult the Game End section.
• 2-7: Doldrums.
Nothing particular happens in your own life. You simply start to lose
your grip and become less stable emotionally. You miss the Absent, you
want so badly to talk to them, and you must write them again soon. Write
another letter the very next day. It will likely not have much for content and
you should instead aim to write a more emotionally charged letter, focusing
on emotional topics (1&4) and ignoring the development of more eventful
topics (2&3). The suit of your drawn card will highlight one of four stages
of grief that you’ll channel in your writing. Unlike the Positive and Negative
events, the number of your drawn card does not dictate the severity of your
condition here. The Doldrums is meant to be more emotionally taxing each
time it occurs to showcase a descent of your Writer’s wellbeing. Keep track
on your Detail Sheet of each time you’ve rolled Doldrums. When you’ve
done this 3 times, the game ends, consult the Game End section.
Ex: If today is Monday and you receive a Negative Event, you cope for 1 day. Your next letter should
3.
be written Wednesday.
10
Card Suits
After determining the nature of the event that occurs, you’ll consult
the suit of the card to help you decide the specific nature of the event and
what to write about in your next letter. The severity of the event is dictated
by the value of the card drawn, ranging from Minor to Major.
Something happens
Something happens with with a person Something happens Something happens
with your government. in your community with someone you love. to deal with money.
for whom you don’t care.
Minor: A traveling
Minor: The Chief Minor: Your nosy market commis-
Minor: Your
appoints a new neighbor sowing sions more of your
Jack (Minor), Queen (Moderate),
neighbor’s wife
Thane. rumors is publically hide armor to sell
announced that she
embarrassed. on the road.
King, Ace (Major).
is expecting child.
Positive Event.
Major : An open
border is Major: The Major: An
Major: A popular
established with a aggressive town altruistic
local dignitary
nearby town that drunk is arrested adventurer shares
proposes marriage
will benefit and your favorite the new found
to your widowed
Avalon’s trade tavern is made spoils of a dragon’s
mother.
and immigration. friendly again. cave with the
community.
Minor: A new tax is
Minor: A pesky rogue Minor: Your child
implemented on
Minor: The local picks your pocket, has come down
your industry that
guards increase taking the key to your with a fever, but the
will make it harder
their patrols and shed that you no maester says they’ll
8 (Minor) -10 (Major)
to get by.
Negative Event.
Denial/
Depression Anger Bargaining
2-7
Isolation
These examples are not binding and you are encouraged to come up
with events on your own while paying attention to the categories and the
intensity determined by the card you drew.
As you continue your course through the game, leave each card you
draw out of the deck when you go to write your next letter. This will make it
slightly less probable that you will receive the same result next time. If you
aren’t able to do this (you use the cards for another game, you forgot and
shuffled the deck, etc) don’t fret, it shouldn’t mess up your experience.
11
End Game
There are two ways for the game to end: by either accumulating 4
Positive Events or 3 Doldrums.
If your game ends with 4 Positive Events
Things are going alright for you. You might not be 100% emotionally,
some days are better than others, but you’re keeping yourself together as
best you can. Each letter you write has a few more days lapse before the
next until one day you forget to write at all. You are not defined by the
absence of the Absent. You are the Writer of your own damn story and today
it is clear: that story will continue without them.
If your game ends with 3 Doldrums
Things aren’t going so well. Each letter you write sounds more
lonely and desperate. Each day, you pine away from reality and sink deeper
into your writing, desperate to hear back from your Absent, until one day
you get a reply. You receive word that your Absent has fallen. Their remains
are escorted out of the wreckage of a recently active volcano, their signature
amulet is found at the gate of an orcish war camp, their undead form is
witnessed in the front lines of a necromancer’s advancing army, etc. All you
wanted was an answer, though this is not what you had in mind. Reflect on
the heartbreak your character feels in this moment. Write one final piece: a
funeral speech, a tear-soaked diary entry, or an undeliverable letter saying
all you’ll never get the chance to say your fallen love.
12
Gamemaster Variant
13
Firstly, you will need a second player who is familiar enough with
the game, potentially they need a pdf or copy of this book, or you can simply
explain to them their job. This likely will be someone you are already close
with as they’ll be reading the letters you write which can feel vulnerable
even if you’re writing from a fictional character’s perspective. You’ll also
need some envelopes & stamps. If you wish, you could play this version of
the game with postcards. The smaller size forces you to be more concise
with your writing and postcards typically aren’t delivered as quickly as
envelopes which will add to the time of your game.
Each time you
finish writing a letter,
you will mail it to your
GM. You don’t draw
cards and you don’t
know what will happen
next, you wait for the
mail to be delivered.
The GM
will read the letter
immediately upon
delivery. They should
then decide quickly how
the Writer is handling the
situation and assign an
Influence value from -2
(very poorly, they seem
unstable, depressed,
clingy, anxious) to 2
(very well, they have a level head, they aren’t dwelling). Don’t give this too
much thought, let your gut tell you what to do. A 0 is a neutral value, the
cards can randomize the forthcoming event without your Influence if you
choose. Then, draw a card as one would in a single player game. You will
add your Influence to the card you drew4. Your Influence can not make a
card’s value go higher than an Ace or lower than a 2.
4.
For example, say you decide your player is doing well and you decide to Influence the upcoming
event with +2. You randomly draw a 6 of hearts. Add your Influence of 2 to the drawn 6, so you will
consider it an 8 of hearts, which turns it from Doldrums into a Minor Negative Event.
Another example, it seems your player is writing in a desperate tone and you decide to give them -2
Influence. You randomly draw a King of spades. Add your Influence of -2 to the drawn King which will
make it a Jack, turning it from a Major Positive Event into a Minor Positive Event.
14
Once you’ve established what sort of event occurs to the Writer
and how severe it is, you will write a brief letter to them to continue their
story. This is not a letter from the Absent, the GM acts outside of the story
itself as more of a facilitator to the Writer. You can however choose to write
your letter in-world, such as a decree from the local Chief or a news report
shouted out by a traveling bard, but to write the event very matter-of-factly
does the job just fine too.
Determine the nature and severity of the event dictated by your
cards and describe what happens to the player. This shouldn’t be long, a
paragraph at most, and could easily be done on a postcard. Then, simply
mail it to the player. The time elapsed from the mail delivery will be longer
than the simulated time passing in the single-player version of the game, so
Positive & Negative events should no longer dictate how long the player
must wait before writing another letter.
Both players may utilize a Detail Sheet, but only the GM will keep
track of Positive Events and Doldrums for the player. This way, the player
does not immediately know how much longer the game will continue. The
game ends if one of the two standard conditions are met, 4 Positive Events
or 3 Doldrums.
If the player has 4 Positive Events, the GM simply does not reply to the
last letter. Life goes on for both parties, that anticipation and uncertainty
wanes until it is clear that in-game and in real life, the Writer has moved on.
If the player has 3 Doldrums, the GM writes a letter in-game to the Writer
detailing the demise of the Absent. This can be a sympathetic word from
a fellow adventurer, a braggy letter from an evil mage who has taken the
Absent’s life, or simply an official order from the town guard. Regardless,
the GM will mail this notice back to the player. Upon receiving it, the player
still writes their final piece, but they will not mail it to the GM. Instead they
keep it to themself, they destroy it, they hide it away somewhere, whatever
they choose. Their resolution is their own private moment and their final
one as the Writer of the story. The two parties lament the fallen separately
and the game quietly ends.
15
Setting Hacks
The default fantasy setting might not appeal to everyone, but it’d
be a shame for that to be the only reason one would skip this game. In that
spirit, we’ve included some alternatives for those who’d still enjoy the letter-
writing experience in a different world. The setting of course changes, and
with that, the effects the cards have and certain end-game parameters will
change to accommodate. The relationship randomizer in the beginning of
this book will stay the same, but as always, you can define your relationship
deliberately if you don’t wish to have it assigned.
16
• Your summer has only just started at Camp Grasshopper, but it
feels like you’ve been here your entire life. The sun is hot, the bug bites are
itchy, and the grown ups are jerks. You never thought you’d say it, but you’d
almost rather be in SCHOOL. In this scenario, you’re the one who is absent,
but not by any choice of your own, and you’ll write to those who sent you
here. Read more in Sleepaway (20).
17
Hardboiled
In Hardboiled, the Absent is a private eye on the case, one that
seems to be growing bigger and more dire with every turn. They must leave
to the big city (Chicago, Arkham, wherever) to continue their investigation,
but that doesn’t mean you and your town of Camden are safe. People
continue to operate in the shadows, and with the detective out of town, it’s
open season for the clever criminals in town.
The effects of card suits in Hardboiled are adapted accordingly to
help you further develop the web of secrets and crime in your loved one’s
absence. When writing, you’ll not only express your desire to remain safe,
but also the evolution of the local crime bosses and their schemes. Maybe
you’ll even solve your own cases while the Absent is away. In a way you
are writing a mystery in real time as you solve it; your early letters can set
up clues that your later may letters resolve.
This scenario is perfect to also show the subjectivity of the Positive/
Negative event system. If you choose, while the Absent is a detective, you
could be playing someone involved in the local crime scene and exploiting
the sudden lack of detective presence in town. A sting on the docks of an
illegal import could be a minor positive event for a detective but would be
a major negative event for a criminal. Good and bad are abstract concepts
and defined by the lenses through which you observe them. The examples
in the table presuppose that you are playing a detective, but it is easy to flip
the concepts of positive and negative to suit your story.
While this scenario was specifically built for a neo-noir detective story, it would be very easily
adaptable into one of Lovecraftian horror. Simply replace instances of “criminal organizations” with
“cults of an elder god” and the rest should simply fall into place.
18
Something happens Something mysterious
Something happens Something happens
with a local happens, it isn’t
with the local police with someone you love.
criminal organization. immediately clear
/a fellow detective.
the ramifications.
receive a bouquet
Minor: A local goods is met with their small town to of flowers in the
cop receives a unexpected have you show
King, Ace (Major).
19
Sleepaway
In Sleepaway, your established roles have flipped. The Absent is in
fact at home, and the Writer has left. However, the writer is a kid and leaving
was certainly not their choice. You’ll be writing letters to someone you were
forced to leave: your parents, sibling, schoolmate, crush, neighbor, etc.
You’re just starting your summer away at Camp Grasshopper, a
forested retreat for youths that is meant to be inspiring, educational, and
fun, but you’re not having any of it. You don’t know these kids, you don’t
respect these counselors, and you don’t know how you’re gonna make it
through the summer, but by hook or by crook, you’re gonna get out...
This setting is meant to be less intense than the others but certainly
can still pack an emotional response. We were all kids once and invoking
those feelings, especially those more dramatic moments of childhood, can
be tough. The voice in which you write is a major part of this setting as well,
since you’ll be playing someone young. If you want to play a 13 year old,
you probably think you know everything, your language can have some
more slang and smarm to it. If you choose to instead play a 9 year old,
your language will be more elementary but maybe more imaginative. And
remember as you play, kids are experts at hyperbole, exaggeration, and lies.
No one said what you write in these letters has to be accurate.
20
Something happens Something happens Something happens Something happens
with a counselor. with a rival camper. with a camper in the forest.
or counselor you like.
Minor: A cool
Minor: You get Minor: You find
counselor turns Minor: They give
drafted to the other some tasty wild
Jack (Minor), Queen (Moderate),
pretend to be lunch.
stash.
friends. Major: You find a
Major: You doorway in one of
Major: A cool smooch over
Major: You get to the big old trees
counselor takes s’mores at the
throw the kickball at that will take you
your gang to the weekend campfire.
them as they try to to another
movie theater in a
steal a base. dimension.
nearby town.
at night.
about.
Major: Their team Major: You swear
Major: A
beats you at the tug of Major: They share you saw people
counselor tells a
war and you fall and a funny story about chanting & dancing
scary ghost story
break your wrist while an embarrassing around a fire last
and reveals
they laugh. thing you did and night, but there is no
themself to be a
everyone at camp trace today.
ghost.
hears it.
Doldrums.
21
The Sun Amidst Small Stars
In The Sun Amidst Small Stars (TSASS), your Writer and Absent
are both very far away. Millions of miles from home in a drifting space
station searching for resources & life as the planet you’ve abandoned is in
turmoil. Resource scarcity, political disorder, and civilian unrest have you
deserting your home world in a time of dire need, but the stars beckon.
TSASS is built to be an ambiguous enough setting to suit the needs
of your story. You may decide to be escaping a dying earth, ravaged by
divisive wars, or you could instead exist on a planet many galaxies away with
an infrastructure of your own design. You can develop your planet’s state
while waxing poetic in your letters, but unlike the other settings, both the
Writer and Absent have left. However, the distance from your space station
to your home world feels like nothing compared to the distance between the
Writer and Absent. Consider having the Absent leaving the space station on
exploratory vessels, a single passenger escape pod, or landing on a nearby
planet for diplomatic arrangements while your Writer stays on the docking
station, the technologically advanced yet cold shell of a home that they now
inhabit.
Because of the availability of technology in a society where
interplanetary travel could exist, you are no longer constrained to write
letters with pen & paper. For this setting, you are encouraged to record
video transmissions. Of course, there will still be no reply, but that is the
nature of this game. Use your webcam or smartphone camera to record clips
you will transmit to your Absent out loud. You’ll still be following the card
randomization and letter formats established, but acting out the emotions
and speaking the words out loud can be an even stronger experience. Upon
completing the game, you can return to your videos and actually watch the
developing psyche of your character.
22
Something happens Something happens Something happens Something happens
with the space station. on your home planet. with your body. with an ongoing mission.
Minor: A slight
Minor: You’ve Minor: Successful
turn towards the Minor: New noticed increased completion of
Jack (Minor), Queen (Moderate),
Minor: You’ve
Minor: Low
developed an Minor: Propulsion
energy levels force
Minor: Resource annoying allergic malfunctions will
minimized light &
scarcity instigates reaction to prolong the current
communication
8 (Minor) -10 (Major)
hours, executes
Major: Missiles are station. one day.
early curfew
launched, starting a Major: Hyperoxia Major: Energy
Major:
violent and deadly has made you depletion forces all
Mechanisms in
war in your homeland nauseous & exploratory vessels
place for air
while you’re millions disoriented, you to be stranded away
purification begin
of miles away. begin questioning from the space
failing and oxygen
the reality of your station.
access is limited.
surroundings.
Doldrums.
Isolation Cosmic
Nostalgia Paranoia
2-7
Insignificance
23
Case Studies
In this section are collections of letters written while playing
AWLWLB. These case studies showcase different writing approaches,
different settings, and different outcomes. Being able to read a collection of
letters and see how the game begins, progresses, and ends might help you
with developing your own story. Each of these case studies can also be read
on their own without the reader being familiar with the game rules and they
stand alone as emotional narrative prose.
First, Chris Conlon’s1 collection, Lost Moon, portrays the dissolution
of a romantic relationship in the harsh winter of Avalon through the eyes
of an abandoned metalsmith. This scenario includes footnotes regarding
drawn cards to showcase game mechanics and help guide you through your
first play through of AWLWLB.
Next, A Simple Bliss, a collection of letters by Cody Flowers2
using the Hardboiled setting, piecing together pieces of a larger conspiracy
unfolding in gritty Camden in the absence of a detective brother and a rare
happy ending, thanks to some favorable random playing cards.
Lastly, in DISTANCE FROM OUR SUN: 20,922,113,781 KM, Bee
Walsh3 writes from the space station Icarus to their missing compatriots
using the Sun Amidst Small Stars alternative setting, showcasing the
isolated feelings AWLWLB is meant to evoke and amplified by the empty
vacuum of deep space.
1.
Chris Conlon is a creator who likes art, lightning, and long walks on the moon. You can find more of
his work on his Instagram (@chrisconlonart), Etsy (etsy.com/chrisconlonart), and Facebook (facebook.
com/chrisconlonart).
2.
Cody Flowers is a writer and artist of comics in the Midwest. You can find more of his work by
following him on twitter @codydflowers.
3.
Bee Walsh is a Sentient Rogue Wave from the Atlantic Ocean who likes to scrub her skin with salt.
Find out more at beewalsh.com
24
Lost Moon
by Chris Conlon
Varim,
The moon has come and gone twice since last I saw you. Perhaps I
should have written you sooner, but I could not find the strength to do so. I
had hoped the flames of the forge would rekindle the ember you quenched
within me when you left that night. They have not.
Forgive me. My words grow harsh. In spite of the wound you dealt
me, my heart aches for your safe return. May your silver tongue keep the
demons at bay.
Before beginning this letter, Chris drew a King of Diamonds, a Major Positive Event having to do with
money. This is the first of a potential 4 Major Positive Events.
After completion, he drew a Five of Hearts, a Doldrums having to do with Denial which will be
explored in a subsequent letter the next day. This is the first of a potential 3 Doldrums.
25
My wandering moon,
I cannot sleep tonight. Our bed is cold and my pillow is hot with
fresh tears. Even if I were to be granted slumber, I would find no respite.
Every night I dream of your return and wake to find only soot and steel
waiting for me.
It has been two weeks since I last wrote you. A courier I spoke with
told me that the address you gave me is a week’s journey from Avalon. Did
my first letter reach you? Could it be that you received it and will soon
come back to me? Were my dreams premonitions of our reunion?
Yours always,
Wynn
After completion, he drew an Eight of Clubs, a Minor Negative event having to do with someone in the
community for whom they do not care which will be explored in the next letter 2 days later.
26
My dear Varim,
I am writing this only one day after I sent my last letter. I suppose
this is just me looking for strength again, though this time it is through
quill and ink instead of fire and iron.
I awoke this morning to find that someone had clogged the shop’s
chimney during the night. Among other things, the offending materials
included a damaged helmet, a torn leather jerkin, and a dead tomcat. I
wish I were joking about the last part. I know not whether it was some
nightcrawling prankster or a disgruntled competitor, but I intend to find
out. I have my suspicions.
I hope that this letter reaches you and that you are well. I know
that it is a dangerous world outside of these walls. When I am done with
my day’s work, I often wander town wondering how you are faring out
there in the wilds. Recently I have taken up the habit of watching the
waves lap against the rocks near Crookshank’s Cove. We shared so many
nights there.
After completion, he drew an Ten of Hearts, a Minor Positive event having to do with someone you love
which will be explored in the next letter 2 days later.
27
Love of mine,
I hope this letter finds you well. Another week has passed since my
last letter and still I have received no reply from you, though I still hold
hope. Time has begun to heal the wound in my heart and is slowly lifting
the veil of grief from my eyes. I am now able to see that perhaps you are
on some adventure and have yet to return to the address you left me. You
never failed to return to me before. Why would that change now?
After completion, he drew an Three of Diamonds, a Doldrums having to do with Bargaining which will
be explored in the next letter the following day. This is the second of 3 potential Doldrums.
28
My darling Varim,
I am begging you, please come back to me. I do not think I can stand to be
without you for another night. I am afraid that my mind is leaving me. I
have tried to feign strength for nearly half a year, but I can no longer do
so. I am a husk of who I once was.
All of the color has left Avalon. The snow that was once a pleasant
blanket of white quickly turned to gray muck within a few days time. My
customers, more often than not, are sick with any number of maladies that
have spread across the town. I fear that I, too, grow ill. I spend my days
mending chains for the horse drawn plows that clear the streets, but my
vigor has left me. I can barely bring myself to eat.
If it was riches you sought when you departed from my life, perhaps I
can entreat you to partake of mine. I have no need for the coins in a dusty
chest. I desire only to have you warming my bed. I would bequeath all of
my possessions to you to be able to hold you one last time. My heart is a
void that no gold can fill.
Wynn
After completion, he drew an Ten of Diamonds, a Negative Major event having to do with money which
will be explored in the next letter 2 days later.
29
Varim,
The townsfolk gathered to put out the flames, but very little
water was available to do so. Everything is dead and frozen here. Astrid
welcomed me to her home for a time and attempted to comfort me, but to
no avail. I haven’t slept since the fire and, upon returning to assess the
damage, I found no chest among the wreckage. I can only assume that
some adventurer like yourself absconded with the tokens of my life’s work.
I know now that you will never return to me. My wandering moon
has gone to a different sky, leaving me stranded on this frostbitten rock
with nothing to my name save a fractured heart and a broken blade.
May your life bring you the joy that I will never know again,
Wynn
After completion, he drew a Six of Clubs, a Doldrums having to do with Anger. This is the third of 3
Doldrums which will be the final letter before the game ends.
30
Lost moon,
How foolish I have been. I see now the lessons you have been
imparting to me. All this time, your invisible hand has been guiding me to
this moment. Where once I stood upon the precipice of ruin, I now stand
ready to be your companion once more.
I shall begin this journey forthwith, armed with the dagger you
entrusted me with so long ago. So many nights I have watched the frost
gather along the blade’s edge, wondering if it might still be keen enough
to bring me into death’s loving embrace. Ah, how wrong I was. How close
I came to plunging it into my heart before realizing that will guide me like
a compass into your arms.
Into the white void I go. The promise that I may behold bravery
and grace again will warm my veins.
Wynn
Since triggering the game end with 3 Doldrums, no more cards are drawn. The final piece of writing
will break format, and Chris has written an obituary for Wynn that would be shared by the community.
31
AVALONIAN DEPARTURES: WYNN GILDENHARDT
Fin.
32
A Simple Bliss
by Cody Flowers
Jonny,
It’s only been a week since ya left for the big city, but your
absence is already evident. I know your job means a lot to ya,
but can’t you work a case back home? Ah, don’t listen to me.
I don’t want to be the guy getting in the way of somethin’ this
cush. I know this job could really be it for ya. The one that finally
puts you on the map….
It’s funny that you’re really out there, doin’ it. Remember when
you first started talkin’ about becoming the kind of bruno the
cops needed? Someone that could really pull the force together?
Well, look at you. You’re doin’ it, guy.
I know that you’re busy, but if you could find the time, it would
mean a lot to hear from ya.
Joey
33
Jonny,
You’ll never believe it! You know Bev, that super hot
waitress we always went to visit at the diner on main (man,
they have the best burgers. I bet you miss ‘em)? Well, I finally
got the gull to ask her on a date! And the funniest thing of all,
you know what she said when I finally did it?
Ha! Looking back on it now, I’m askin’ myself the same question.
It’s not for a couple of days now, but it’s hard to contain my
excitement. Maybe you would have beat me to the punch if you
had still been around. I know we both had our eye on her the
whole time. You were always too good a friend to me, and never
said anything, but I know you had the hots for her too, eh? Well,
ya snooze ya lose, am I right?
Joey.
34
Jonny,
I hope things are going as well for you over there as they
are for me!
Bev and I had the best time on our date last week. I think
we’ll be going steady here before long! My god man, she is so
great. I couldn’t be happier. Hey, maybe it’s luck for me that you
ain’t around, huh? You’re not here to make me look bad. You’ve
always had this dominant air about you, but I never minded.
But, hey! I seen that you were in the paper. I hear that
you’re hot on the trail of the Steeltoe gang. Good on ya, pal. I’m
really proud of you.
Cheers,
Joey
35
Jonny,
Joey
36
Jonny,
Joey
37
Together with their families
Beverly Housetedder
&
Joseph Goldbloom
Humbly request your presence
at the ceremony and celebration
of their marriage
38
DISTANCE FROM OUR SUN:
20,922,113,781 KM
by Bee Walsh
TRANSMISSION #1
ICARUS III (SPACE STATION)
Sun Distance: 20913932509 km
ODYSSEY 1 (EXPEDITION 10)
Sun Distance: 17279802525 km
TECH2 TO COMM1:
I’m sending this first transmission approximately 12 hours after your departure on
Expedition 10. I’ll be tracking our relative distances, you, me, and the last known
coordinates of Galileo 1. These communications will serve as a mission history for
Odyssey 1 as it travels towards Crew Member 9 to find them, hopefully, alive. To
conserve power on O1, ansible transmissions will be sent from I3 to O1 to detail
space station status, but O1 will only respond in case of emergency.
As discussed pre-departure, with myself being the only current onboard crew
member, we have switched several essential system to autopilot. All systems are
running as expected, oxygen/nitrogen output and carbon dioxide intake, power
supply, and trajectory. I’ll be focusing on continuing to try to contact G1 and tracking
your status. I’m happy to say there is not yet much to report in your absence.
I know that you wanted me to take over the position of acting commander of I3, but
as I stated several times before, I already predict you won’t be gone long enough
for it to matter. I remain hopeful that Crew Members 1 - 9, while MIA, are in fact
continuing their missions albeit unable to report back to I3 at this time. And that as
Crew Member 9 was the last to depart and their position seems to be stable, you
will be able to locate them and bring 9 back to I3.
I’ll take solace in the fact that the ansible should send this to your vessel in less time
than it takes me to adjust the way I’m currently sitting and before I move on to my
next task of keeping your space station running. I’m going to hold you to our bet of
when you’ll be back.
-TECH2
39
TRANSMISSION #2
ICARUS III (SPACE STATION)
Sun Distance: 20913968383 km
ODYSSEY 1 (EXPEDITION 10)
Sun Distance: 17279833204 km
TECH2 TO COMM1:
“We set sail on this new sea because there is new knowledge to be gained, and new
rights to be won, and they must be won and used for the progress of all people. For
space science, like nuclear science and all technology, has no conscience of its own.”
It would seem that with all of the problems of mankind that we left behind,
overpopulation, food scarcity, the developing nation of refuse in the ocean, have
proved to the council that success must be defined differently than a century ago,
and those that take to the skies have made their peace with the risk. They’re even
loading an uncrewed cargo ship with additional supplies and resources that should
reach us in approximately 2 days. It still seems ludicrous to me that we can send
unmanned ships to travel just under the speed of light, but put a person in the ship,
and we can’t even travel at a fraction of it.
If you were here, you’d see the horrible face I’m making mimicking the admiral as
he explains it to us for the 100th time.
I’m laughing right now because I’m speaking this out loud and I’m watching it appear
on the screen, and it almost feels like you’re here celebrating this great news with
me.
You focus on finding on 9, I’m in control of I3, and we’ll be here when you get back.
-TECH2
40
TRANSMISSION #3
ICARUS III (SPACE STATION)
Sun Distance: 20914096411 km
ODYSSEY 1 (EXPEDITION 10)
Sun Distance: 17279946616 km
TECH2 TO COMM1:
It’s only be a day and I just received another transmission from Earth; they absolutely
do know how to ruin a good mood.
It seems that as part of the agreement to continue funding the Icarus III project, they
are reducing the number of people back home working on the mission. We are,
apparently, no longer the most amazing scientific advancement humans have ever
made, and therefore do not require an entire team of experts to attend to us.
A few people on a planet 20,967,442,225 km away are the only ones listening to
us any more.
-TECH2
41
TRANSMISSION #4
ICARUS III (SPACE STATION)
Sun Distance: 20919,903985 km
ODYSSEY 1 (EXPEDITION 10)
Sun Distance: 1728510742 km
TECH2 TO COMM1:
The communication details the breakdown of the onboard navigation system. 9 tried
to tap into I3’s backup navigation system to reboot the onboard system, but I3’s
security denied access, which is the issue that I’m currently attempting to understand.
I3 is blocking my responding to the distress call. She’s even blocking me accessing
the metadata of the call, or accessing 9’s onboard system.
9 should have been alerted to an error in the navigation system, rebooted the
system, and accessed I3 as a redundancy to avoid complications with the expedition.
As for as I can tell, nothing after the error occurred as it should have.
I’m currently trying to shut I3 down and take manual control over the station. I will
follow up this transmission as soon as I am successful. After I do that, I am going to
access 10’s navigation system to confirm your mission hasn’t been interfered with.
I know we agreed you would only respond in case of emergency, but I feel this
qualified as such. Can you respond when this is received?
-TECH2
42
TRANSMISSION #5
ICARUS III (SPACE STATION)
Sun Distance: 20919903985 km
ODYSSEY 1 (EXPEDITION 10)
Sun Distance: 1728510742 km
TECH2 TO COMM1:
I was not able to shut down I3’s control as I intended to, and as I am the only member
of the crew still on board the vessel and I can’t manually control all compartments,
I’ve been letting I3 run on autopilot and maybe I have been, too, since you left.
You never responded to my last transmission, as I asked you to. Was it not enough
of an emergency for you? Did you not receive it? Maybe I3 didn’t send it?
But there was the delay with 9’s distress signal arriving. And the unmanned cargo
ship has not arrived from back home, either.
I haven’t, until recently, being thinking about “home,” been thinking about the
distance, been thinking about how there are entire parts of this vessel I never go
to. Maybe have never even been to before. Did you know the conservatory has an
herb garden? We are growing rosemary aboard this very ship, it’s almost wild at
this point, having been unattended for so long. With the rosemary as abundant as
it is, one would almost think it’s autumn. Piney needles blooming up woody spines.
-TECH2
43
TRANSMISSION #6
ICARUS III (SPACE STATION)
Sun Distance: 20919966168 km
ODYSSEY 1 (EXPEDITION 10)
Sun Distance: 17285158006 km
TECH2 TO COMM1:
Icarus, please list for me the possible side effects of oxygen poisoning.
-Tunnel Vision
-Ringing In The Ears
-Nausea
-Twitching Of The Face
-Irritability, Anxiety, Confusion, Dizziness
-Tonic–Clonic Seizure
-Unconsciousness
10 hours.
Icarus, where is 1?
-TECH2
44
TRANSMISSION #7
ICARUS III (SPACE STATION)
Sun Distance: --- km
ODYSSEY 1 (EXPEDITION 10)
Sun Distance: --- km
TECH2 TO COMM1:
She says each seizure is lasting longer than the last. She says it’s normal to not
remember them. She says it’s normal to not know how long I was comatose. She says
I start running towards the conservatory right before each begins. She says I must
remember that the fire destroyed all of the plant matter. She says I cannot go in
there. She says I have already told her to tell you I couldn’t save the rosemary. She
says she is sending these transmissions to you. She says you are not receiving them.
She says no one is receiving them. She says I must stop
45
TRANSMISSION #8
ICARUS III (SPACE STATION)
Sun Distance: --- km
ODYSSEY 1 (EXPEDITION 10)
Sun Distance: --- km
TECH2 TO COMM1:
My Captain does not answer, his lips are pale and still,
My father does not feel my arm, he has no pulse nor will,
The ship is anchor’d safe and sound, its voyage closed and done,
From fearful trip the victor ship comes in with object won;
Exult O shores, and ring O bells!
But I with mournful tread,
Walk the deck my Captain lies,
Fallen cold and dead.
46
ALL WE LOVE WE LEAVE BEHIND
detail sheet
HOME:
ABSENT:
RELATIONSHIP:
WRITER:
Positive Events
J, Q, K, A. Any suit.
Wait X+1 days before writing, where X = the number of Positive Events
Negative Events
8-10. Any suit.
Wait 1 day before writing your next letter.
Doldrums
2-7. Any suit.
Write a letter the next day.
47
48