Death Takes A Holiday
Death Takes A Holiday
Death Takes A Holiday
u
yo
ish re
W
e he
r
we
Death A
Takes
H olidayo
A Narrative Entertainment
by Nick Wedig
Death Takes A Holiday
A light-hearted narrative phantasy
Concerning the grimmest of topics
v
For two or more participants
By Nicholas Wedig
Teapot Dome Games, Ltd.
The first truly unusual part of the story came when the sailboat,
captained and crewed by a family of amateurs, ran its hull up
against the newly exposed mast of the long sunken HMS Galatea.
The sunken schooner’s mast pierced the hull of the rented vessel,
and the boat sank, creating a collision of two boats in one location
that would puzzle future archaeologists in later times.
ti m e li n e, the survival
enough
“On a large rops to zero.”
There were no survivors.
er y o n e d niuk
rate fo r ev -Chuck Palah
And yet, the deaths of the Boxmuller relatives is not the end of
the story. The premature demise of each unskilled mariner is just
the beginning of an even stranger tale...
1 Myocardial ischaemia
Boxmuller brothers Ernest and Friedrich
wish the Grim Reaper a fond farewell as
He departs for a bicycle tour of Europe.
U pon their demise, the Boxmuller family found themselves in
the Bone Orchard, as most souls do once their earthly existence
has been terminated. The Bone Orchard is the abode of the an-
thropomorphic personification of Death. Once He has collected
a soul from its dying body, the Grim Reaper (as He is colloquially
called) guides the lost soul into the Bone Orchard, and there to
the Veil of Souls.
The End of All Things, you see, had diligently been working with-
out respite the past several millenia. He was becoming weary of
His traditional task. He wanted to take a break from ending the
lives of mortals. The Grim Reaper wished to relax and, for just a
short time, stop Reaping souls.
Frankholter
The next thing that they new, the Boxmuller family found them-
selves washing up on the beach of Perdido Island. Their boat had
crashed but, miraculously, each and every one had all survived. A
postcard sat on a nearby barrel, bearing a peculiar legend: “Try
tailing Mrs. Frankholter for the afternoon. Yours, Mr. D.”
U
This postcard would prove to be the first of many from the Grim
Reaper to the family. Each subsequent card would be more cryp-
tic than the last. But each card would also lead to a person who
was dying, though sometimes by a circuitous or coincidental path.
Welcome, narrators!
D eath Takes A Holiday is a collaborative story-telling enter-
tainment. It is intended to be played by a small coterie of friends
and acquaintances, perhaps two to five in number. You will each
portray a unique Primary Character (PC) and collectively you will
collaborate on portraying the minor characters (NPCs) and es-
tablishing the setting and other details.
Each important NPC, object, location or plotline will get its own
Story, which is a list of important information about the fictional
element, along with what responses have been used to modify it.
A Story records what you need to know about that element, and
identifies its relative importance to the game at large. The more
details added (and the more input and feedback other players
provide), the more important that character, object, or location is.
I always said
G
“Yes, and…” means that the you add an intensifying detail to the
statement.
“Yes, but…” means you accept the statement as true, except for
some exception or contradictory detail.
“No, but” means the statement is untrue, though a minor similar
detail might be true.
“No, and…” Means the statement is untrue, and then you go
beyond simple negation and describe the island as reflecting the
opposite.
“Try it a different way” in this instance gives you the ability to
rephrase, rename or change an element while keeping the state-
ment more or less accurate in general theme, even if the specific
details are changed.
“That’s a funny story, actually…” means that this element will
be developed through play into a longer, more detailed story of
its own.
(Don’t use “But only if…” for modifying the Island or Boxmuller and
Sons. I’m not sure what it would mean in this situation.)
and Be at
fou Wolve the co
be r. Th rston rner
you sunny ough e at h of Fift
r u , ma the a h
mb k e wea lf-pas
rell t
a. sure y ther w
ou ill
–Th b r ing
L eO
nco
min
gS
tor
m
Perdido Island
p Has a population of approximately 40,000 (which
“Yes, and...”
means an average of one death per day). About half the
“Yes, but...” population lives in the town of Fable’s Demise
“No, but...” p Is known as a popular vacation place for people
“No, and...” from the mainland
p Has an incompetent police force, specifically Sheriff
“That’s a funny story actually...”
Horatio Flacks2 and Deputy Irving P. Zalewsky3, but it
“Try it a different way” has a canny coroner named Dr. Isabel Stavros4
p Is home to a variety of strange spirits and super-
natural beings usually not seen by humans, including
various minor gods, forest sprites and household spirits.
p Is fundamentally a modern day American city in
terms of social norms, technology and legalities, though
it is anachronistic in aesthetics and style.
p Sunny climate, mostly forests
2 Misfire
3 Slippery Rock
4 Nephrosis
Example:
A lice and Bob decide to play Death Takes a Holiday together. They be-
gin play by modifying the setting of Perdido Island to their own taste.
Alice likes the idea that the island is inhabited by forest spirits and forgot-
ten gods. So she selects “Yes, but...” to respond to the statement, adding
a detail “Yes, but the spirits don’t like dealing with humans because they don’t
understand human psychology or society.” Bob wants the Boxmullers to be
busier hunting after the deceased, so he applies “No, but...” to the statement
about Perdido Island’s population creating one death per day. “No,” he
writes, “the island has about 80,000 people for multiple deaths each day, though
about 20,000 people live in Fable’s Demise.” The two players look at what else
they can modify. They both think that a vacation spot is a good idea, since
it means that the island will be visited by people from far away, here to have
an adventure. But they don’t want the island to be a traditional beaches and
nightclubs vacation spot. The two decide that the island is a vacation spot
for eco-tourists, perhaps off the coast of Alaska. This is basically the same
in outcome as the initial statement, but different in style, so they check off
“Try it a different way”. They also need to modify the climate statement to
fit, so Alice checks off “No, and” while Bob writes “The island is covered in
ice year-round, and doesn’t see the sun for three months at a time.”
To wrap up the island, Alice and Bob have two statements left: “The island
has two incompetent police but a competent coroner” and “The island is modern in
technology and society but anachronistically retro in appearance and aesthetics.”
The players also have two Responses remaining: “Yes, and...” and “That’s a
funny story...” The obvious way to proceed would be to amplify the socio-
logical statement with “Yes, and...” while making the relationship with the
local authorities into a complicated story via “That’s a funny story”. But
Alice and Bob don’t want the obvious way out. They reverse the priori-
ties, so that they will augment the statement about the local officials. “Yes,
and” they write, “the incompetent local police mean that the Island is a haven
for smugglers of numerous kinds.” Meanwhile, they will explore in play how
society is modern but the aesthetics of the island are anachronistically art
deco. They make a new Story discussing this clash of expectations, which
will develop in play. Perhaps they will discover the secret cause of this dis-
crepancy. Is Perdido Island home to a temporal anomaly? A secret coven
of the undead? A merging of two distinct timelines? Or do they just not
get fashion magazines up here? Do the locals dress up that way for benefit
of the tourists? Only in-game exploration will tell for sure.
Once Perdido Island is sorted out, Alice and Bob turn to the store of Box-
muller and Sons. They proceed in a similar manner, adding and modifying
details to the store and the mysterious Bone Orchard, making their version
of the game’s setting unique and fitting to their tastes.
Your Boxmuller
W hen you begin playing Death Takes A Holiday, you will
need to create a Primary Character. Your initial Primary Charac-
ter will be one of the Boxmuller family, who has made a bargain
to be a substitute Reaper in exchange for prolonged survival. As
the game progresses, other characters will become available for
use as Primary Characters. But for an initial fictional “seed”, you
will create one of the Boxmullers.
“Try it a different way” means here that you will reword the State-
ment to be more or less equivalent, even while the general senti-
ment of the Statement is accurate. “But only if...” invites another
player to provide input on your Primary Character. You select
a Statement to modify with “But only if...”, and they provide a
condition for the statement. You can either accept the statement
and their condition, or you can reject both. “That’s a funny story,
actually...” means that this is a story that will be developed in play.
Take a Story checklist, write an initial statement on it, and be
prepared to address that issue further later in the game.
is
d w a lk th ring
r b
o t h e boa sure you
Go t . Make c ream
.
no o n r i c e
after money fo y Han
d
e e I c
so m -T h B
Your Boxmuller:
“Yes, and...”
“Yes, but...”
p Has few ties back to the mainland “But only if...”
“No, but...”
“No, and...”
“That’s a funny story actually...”
“Try it a different way”
p Has been granted the ability to see how someone will die,
just by looking at them
p Did something shameful in their past that they now wish to hide
A lice looks over the list, and decides that she doesn’t like the “Did some-
thing shameful” statement. So she checks off the “No, but” box and writes
“No, she is terribly proud of what she did, though it is a secret she has to keep.”
Alice doesn’t know what her character did, just yet, but she’ll figure it out
sooner or later. Alice and Bob discuss for a moment and decide that they
should have the two supernatural powers on the list between the two of
them. But they decide not to spend all their “Yes” statements on the Reap-
er’s gifts. So each chooses one power to take and one to abandon. Alice
prefers seeing spirits to knowing when someone will die. So she writes
under the spirit sight “Yes, and sometimes my Boxmuller traps the spirits in
little jars.” For the Cause of Death sight Alice notes, “No, and my Box-
muller often will accidentally target the wrong person for Reaping, right until
the real impending death becomes blatantly obvious.” Alice begins to notice
that she really needs a name for her character. While she struggles to create
appropriate nomenclature, Alice looks over the remaining statements and
responses. She sees the “has few ties to the mainland” entry, and decides that
that could tie into her mysterious secret past. Alice notes “That’s a funny
story” underneath. There’s some reason that her Boxmuller cannot return
to the mainland. She’s running from her past for some reason, though Al-
ice is willing to let that be determined at a later date. Alice and Bob discuss
the “cares deeply” statement, and decide that a lopsided, uneasy relationship
would be more interesting than a more balanced one. Alice write “Yes, but
only because he’s the only person Yvette has at the moment.” Alice’s character is
running from her past, so she turns to her cousin – Bob’s PC, weird cousin
Zebulon – for help. Zebbie, meanwhile, has no idea of the wreck Yvette
made of her life, so his understanding of their relationship is completely
different. Alice is also pleasantly surprised to note a name appearing in
her notes, so she writes “Yvette Boxmuller” at the top of her sheet. Now
Alice is getting to the last couple statements: “fond childhood memories” and
“difficulty expressing emotions”. And she has two responses remaining: “Try
it a different way” and “But only if”. Alice decides that “Difficulty express-
ing emotions” doesn’t sound right, but rather writes “Yvette is tremendously
expressive, but she’s tremendously conflicted inside and when she tries to show her
feelings, everyone is confused by the tempest of emotions.” That sounds more
like the sort of character Alice enjoys playing. That leaves “Happy childhood
memories” for Bob’s input. Bob suggests “You have happy memories of Perdido
Island, but only if those memories are another clue to why she is trying to hide out
on the Island.” Alice notes that this means that Bob has become interested
in her character concept, and she happily accepts the input he suggests.
Now Alice has enough of a character concept and background for her char-
acter that they can begin play.
Being a Substitute Reaper
D eath has set up a simple system for handling His absence.
Every day or so, the Grim Reaper would send the Boxmullers a
postcard. Each postcard would be emblazoned with a cryptic clue
as to who was about to die. If the Boxmullers follow the clues
provided, they eventually arrive at a person who was about to die.
These cards arrive The route to the dying person, though, is usually a twisty series
via mysterious
means to wherever of improbable coincidences and unlikely occurrences. Anyone
the Boxmullers ha mentioned on the postcard is only rarely the target of the Reap-
pen to be, not via p-
the mundane postal ing. More often, finding the person mentioned on the postcard
system.
leads the Boxmuller into a deeper adventure, eventually finding
the doomed individual.
The other way for a Reaper to interfere with the natural order
is to prevent the death itself. By correctly deciphering Death’s
postcard ahead of time, a clever Reaper might be able to identify
These options are not here to shut down
who is about to die and prevent that death. This may seem like
potential stories about Reapers trying an act of mercy, but it isn’t. If a soul survives beyond the time
to spare lives or mess with the system. of its preordained death, then another must die in their place,
They’re actually here to give you a start- shortly thereafter. Even worse, you have performed no mercy to
ing point to make up stories about how the person you saved. The soul can only survive for so long on
your Boxmullers mess up their Reaper this mortal plane of existence. Any soul left in contact with the
earth for too long withers, until it is barely there at all. To outside
job or manipulate death and souls and
observers, the person seems fine, but any ability to feel joy or love
such. Trying to save lives will produce dwindles away until they become a cruel, spiteful and destructive
interesting stories, as will shirking of individual. They will never again know happiness, and they will
Reaperly duties. only bring pain and suffering to those around them.
After playing for a bit, your pool of potential PCs will grow larger
than the number of players, meaning there will be some excess,
unplayed potential PCs. Some groups might want to maintain
tight control over their Primary Characters when they’re not
playing them. In such groups, each Primary Character belongs
to their primary creator, even when that player is not currently
playing them. So if I gave the most input on Deputy Zalewsky,
Astute readers may not that then he would be mine to control as needed, and other players
this makes
Perdido Island itself into a po wouldn’t be able to use him as a PC. Other groups might have
tential PC,
as well as the Bone Orchard or less player ownership of characters. In this case, once a character
other loca-
tions. This also can make oth is a potential PC, anyone can pick that character as their PC for
er fictional a story, perhaps asking my permission first. This is one of many
constructs into potential PCs.
Even past places where you should try to fit
storylines might be PCs in the
right sort of
game, as when a character’s past Anything can be a Primary Character, if you play it right. Though
deeds come
back to haunt them. These ar you initially start with the Boxmullers as potential PCs, others
e advanced,
experimental techniques that I become available as choices as you play. Anything that has com-
want to test
out after we have basic gameplay pleted one story checklist, has a motive to act and a way of affect-
sorted out. ing the world can be your PC for a scene or for a storyline.
a
g
M
ftern interestin
r
Dance
n ’ s b
-The
Oh, t l be most
oo
a
wil
h i s
c i t a l
re
S
w,
ro
ar
he ts. n
t t oin tio
sa p sti
na
ok e it De
l lo er le
oo wh ab
ef n vit
Th r tha ne
the eI
ra -Th
The sequence of play:
M ost of the game will take the form of free narration. You
describe what your Primary Character will do, your fellow per-
formers will describe for their PCs. And occasionally, one play-
er will need to narrate something beyond the bounds of that
player’s PC. Perhaps facts about the setting need established, or
NPCs established or portrayed. Perhaps some other player at-
tempts something, like climbing a wall or piloting an aeroplane
or convincing the local magistrate to free your imprisoned cousin.
When you declare new facts like this about the world, the game
calls it a statement.
Most statements you make about the game world will go uncom-
mented. You will make a minor declaration about how your PC
does something mundane —drinking a cup of tea, perchance. If
the other players nod amicably or say “Yeah, okay” or don’t say
anything at all, then what you said becomes a true part of the fic-
tion. That is to say, your character has succeeded in sipping the
tea. Bravo.
ter
ame b
reader:
ng:
ndmas
a s ayi
e paw e is over,
p Yes, and...
ss Gra
p Yes, but...
e
ns hav
n go i
p No, but...
m
-a Che
the ga
p No, and...
ia
Note that “Try it a different way”, “But only if..” and “That’s a
funny story actually...” have special rules for their actions. They’re
covered in the next section, along with some advice on how to use
the different responses. At this point, just be aware that “Try it a
different way” is never expended or sent to the discard pile.
N ow that they have their characters and setting sorted out, Alice and
Bob are ready to begin actual play. Alice decides to begin with the scene
just after their literal brush with Death. The Boxmullers stand up and dust
the sand from their clothing. Alice’s Primary Character, Yvette notices
the strange postcard waiting nearby. “Try tailing Mrs. Frankholter for the
afternoon” it read. Yvette looked over at her cousin Zebulon and shrugged.
“I guess our job begins now” she sighed. Zebulon nodded in agreement.
Here Alice pauses to consider how the Boxmullers would proceed to try to
find this Mrs. Frankholter. Alice describes how Yvette begins to stride away
purposefully, seeking a telephone directory. Bob interjects at this point,
saying “Yes, but the bystanders at the beach are astonished to see a survivor of a
deadly boat crash immediately stride away from the scene without concern for her
own safety.” Bob moves the “Yes, but” marker into the discard pile. Alice is
a little surprised at this (she had not imagined any witnesses to the crash).
She could use “Try it a different way” to make Bob rephrase the objection,
but she decides to go along with it. So Alice asks if Bob wants to have a
scene in which Zebulon explains the crash to the authorities. “Will that
be a good scene, with something interesting happening?” Bob asks. Alice
points out that this would be a good time to introduce the local police force
as an important NPC group. Bob sees the wisdom in this. They decide to
let Yvette leave the scene of the crash for the moment while Zebulon tries
to sort out the story of what happened.
Alice takes on the persona of Sheriff Flacks, who enters the scene boister-
ously calling out for the witnesses to stand back. “Anybody injuriate them-
selves in this here maritime-type misadventure?” he demands of a nearby
witness. Alice states that a witness points over to Zebulon as the one from
the crash. “Yes, and” Bob responds “the bystander also notes that a woman
ran off from wreckage after looking at the postcard.” (Bob moves the Yes And
counter to the discard.
Zebulon immediately starts trying to concoct a story for the Sheriff. But
the loudmouth lawman wasn’t interesting in excuses. “I think the sher-
iff is immediately interested in hunting down Yvette for fleeing from the
scene of an accident,” Bob says. “No, but” Alice answers “the Sheriff finds
the postcard in the sand and thinks that the strange woman must be the Mrs.
Frankholter mentioned on it.” The Sheriff hurried off to catch the enigmatic
Mrs. Frankholter, leaving his even more incompetent Deputy Zalewsky to
question Zebulon.
Play continues on in a similar manner from there, with the two creating
new statements and modifying their misadventures.
The Responses
M uch of Death Takes A Holiday consists of modifying other
people’s statements via responses. For this reason, it is advisable
to consider each potential response in some detail. The first four
responses are relatively straightforward. The last three, however,
have some special rules for how they apply.
Yes and...
This response takes a statement and amplifies it. Using this re-
sponse, you can add additional detail to a statement or increase
the scope of a statement. Use it to expand the effect of a state-
ment in directions other players might not have considered. It
is important to not make the ‘and’ clause negate or lessen the
“And: That’s an additive, primary thrust of the statement. This is easy to do grammatically,
like “this and that”. but it is really the province of the “Yes, but...” statement.
But: That’s sort of the
op-
posite, “Not this but th
at”. Yes, but...
-”Conjunction Junction
”, Now, this response generally agrees with the statement, but it ne-
Bob Dorough gates or lessens the primary statement. Try not to make the ‘but’
clause override the initial statement. That is what a “No, but...”
response is for. Make sure that the majority of the statement is
true, albeit with some exception or drawback.
No and
This is the only time that you have the outright authority to com-
pletely negate another player’s input. Every other response pre-
serves at least a sliver of the original intention in some way. “No,
and...” does not. It completely shuts out the proposed input, and
then goes a step beyond to assert the opposite. So use this re-
sponse carefully and judiciously.
No but
This negates the initial statement, but not entirely. Some portion
of the goal is achieved, or some piece of the idea is true. Try to
make sure you don’t completely negate the statementt, while also
making sure you don’t completely agree without negating any.
atio
ere n
it is
w
goin It know dog do
estin
ate D
s wh
d
But only if
alley w the re
Ultim
When you use “But only if...”, you aren’t creating a definitive
-The
F ol l o
At the end of a session, the group should discuss what they en-
joyed and what they didn’t. Then they should choose one of the
That’s why the responses and apply it to a rule of the game. Go back through the
text has
those big margi
ns, you T rules here and write a note in the margin about how “Yes, it’s ac-
curate, but...” or how it applies “only if...”. The group as a whole
realize.
needs to reach a consensus on what rules gets changed and how it
gets changed. But each session you should be hacking the system,
modifying it in small ways or large ways, until it becomes a game
better suited for your group in particular. I don’t know your group
as well as you players do, so I hope that you make this game into
the game that you enjoy playing.
“Yes, and...”
“Yes, but...”
“But only if...”
“No, but...”
“No, and...” has
I
g h t o n
“That’s a funny story actually...”
M o cknau letters
a e .
“Try it a different way” Helen eiving lov nce more h-
n rec and
o touc
begu her husb sweet and 7.
9
from would be died in 19
Which ad he not m a nce.
h R o
ing, E nd of
-Th e
“Profes
from “Th sor” Baldwin’s l
e eap
gonna g City of Quincy”
et some i
body kil s
led.
But it’s n
ot the “p
rofessor
”.
-The Fin
al Flight
Strange Threats
Perdido Island may prove to be an inhospitable new home to
the Boxmuller family. Now that they are imbued with a magical
power over death itself, other interested parties are likely to inter-
vene. Many such groups may have benevolent intentions, as with
doctors trying to save sick patients or grieving family members
trying to preserve a dying aunt. Most heartbreaking of all are the
parents trying to prevent their children from dying. Use these
sort of moral dilemmas to create difficult decisions and moral
quandaries for the standin Reapers.
“Yes, and...”
“Yes, but...”
“But only if...”
“No, but...”
“No, and...”
“That’s a funny story actually...”
“Try it a different way”
e r what
o v
e t u pset Widow’s
g
o u l dn’t el at the y.
Iw
t h e barr Compan
is in Shipping e t d idn’t
s
1 Electrocution Walk t t i n g up K
2 Mayhem r a ll, ge any. f
e
Aft widows Grie
o f
the Caus
e
help –T h e
The Tithonus Society
p Is a secret society, comparable to the Freemasons “Yes, and...”
“Yes, but...”
p Has more wealth and resources than you would be- “But only if...”
lieve “No, but...”
p Is mainly composed of superrich trust-fund kids who “No, and...”
want to live forever “That’s a funny story actually...”
“Try it a different way”
p Is led by the immortal Tithonus, who was granted
eternal life but not eternal youth and is now unbeliev-
ably old.
"It is better to
spend your ti
at festivals. F me at funerals
or you are go than
should think ing to die, an
about it whil d you
e there is still
time."
- Ecclesiastes
7:3
“I s
a
thin id ‘He Forest Spirits
“Of k you y man
We’ course can he , do yo p Are strange and inhuman in form, personality and desires
r l
We e not I can p?’ He u
sail just - I’m sai p Do not understand the long term consequences of their actions
ravi fict d
nes iona an elf.
and l de
-“Th give vice. p Try to hide from human beings, so most people don’t realize that they exist
e Pr adv
esen ice.
t Te ” p Want to increase the number of living beings in the world, by any means necessary.
nse
Mox Turre
y F en”, p Are terrified of machines because they don’t understand them
rüv
ous
p Can place minor enchantments or curses on those who please or displease them
p Will make bargains or gamble for intangibles (like emotions, destinies, souls, etc.)
with people who can find their secret hideaways in the forest
p Can bind ghosts and spirits and force them into servitude
p Cannot raise people from the dead or create zombies, but can
bind undead into their service
--Unexpected
yet Inevitable R
Inspirations:
p Discworld novels by Terry Pratchett, particularly those that focus
on Death himself (Mort, Reaper Man, Soul Music, etc.) (Novels)
p
Original game concept by Sam Zeitlin. Mumford and Sons (Music)
Many thanks to him for letting me use it.
Game inspirations:
Fiasco, by Jason Morningstar
Nobilis 3rd edition, by Jenna Moran
Archipelago II, by Matthis Majcher
Ou
eau
eG
?
ran
de
Mo
rt
S
e”
P -Time’s Arrow
Points to Me
This is an Open Source Game
S o please, play it and modify it and make it
your own. And share it on the internet and let
B ecause the rules are randomizerles, ver-
bal-based and self-modifying, this game
me know if you do any of those nifty things would be well suited for play online via IM
with it. Contact me at nickwedig@yahoo. or wiki or email or whatever. To aid in this
com. course of action, a raw text version is available
so that you can use it to seed your wiki or copy
Death Takes a Holiday by Nick Wedig is li- and past info where you need it, or whatever
censed under the Creative Commons Attri- else you need to do to get playing. You can
bution 3.0 Unported License. To view a copy find the raw text by pointing your browser
of this license, visit http://creativecommons. to http://nickwedig.libraryofhighmoon.com/
org/licenses/by/3.0/ or send a letter to: Cre- wp-content/uploads/2011/05/Death-Takes-
ative Commons, 444 Castro Street, Suite 900, A-Holiday-raw-text.txt
Mountain View, California, 94041, USA.
Or if you have a barcode reading smartphone,
Or if you have a barcode reading smartphone, simply scan this barcode thing:
simply scan this barcode thing:
Story Sheet:
“Yes, and...”
“Yes, but...”
“No, and...”
“No, but...”
“But only if...”
“That’s a funny story actually...”
“Try it a different way”
Perdido Island
“Yes, and...”
p Has a population of approximately 40,000 “Yes, but...”
(which means an average of one death per day). “No, and...”
About half the population lives in the town of “No, but...”
Fable’s Demise “That’s a funny story actually...”
“Try it a different way”
p Is a dark and somber place where no light shines brightly and regret over-
whelms other emotions
p Has many areas that Death forbid anyone enter while He is away, and these
spaces contain mysteries
p Sells some kind of quirky, anachronistic good (figure out as a group what
it is –perhaps old sideshow props, like paper-mache mummies and Fiji Mer-
maids?).
p Is perpetually in debt
p Is a dark and somber place where no light shines brightly and regret over-
whelms other emotions
p Has many areas that Death forbid anyone enter while He is away, and these
spaces contain mysteries
p Has been granted the ability to see how someone will die,
just by looking at them
p Did something shameful in their past that they now wish to hide