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242079552 Seitenabrufe seit dem 30.06.2003


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HauptseiteFirmenPossum Creek Games


Possum Creek Games

Possum Creek Games
(auf das Logo klicken, um zur Firmen-Website zu gelangen)

Mission Statement
We want to be more than a publishing company.
We believe there’s more to the act of creation than profit margins and bottom lines. We are not neutral or apolitical, but instead take a stance on the world we live in. We have a philosophy and a mission, and we both actively strive for and hold ourselves accountable to it. And we know we can do all that while challenging ourselves to create gorgeous works of art and unparalleled designs.

We strive to challenge and revolutionize what games can be and who gets to play them.
Our games eschew many of the guiding frameworks that have historically shaped tabletop role-playing games. We create for people who have never played games before, for people who have always found games inaccessible or impenetrable, and for people who have always wanted something different than what games traditionally provide. We embrace aesthetics that aren’t traditionally associated with the dominant culture of role-playing games, bringing in artists and writers from a huge variety of backgrounds and giving them the tools to make something visually distinct and uniquely stunning.

Our games invite everyone to imagine rich and fantastical stories that reflect the wonder of our own world.
We believe it’s possible to find magic in the mundane and adventure in the uneventful. There is beauty and horror in equal measures in the liminal spaces at the edges of society, where the highway ends, the lights flicker out, and dreams blend seamlessly with the world around us. While our games might visit distant lands and traipse across the stars, they are always grounded in our home in the Hudson Valley, the liminality of queerness, and the majesty of the everyday.

We value our artists, writers, editors, and consultants as they work on producing high-quality designs.
We know it is possible to create something beautiful and lavish without sacrificing fair pay, flexible deadlines, and respect for the people we work with. We are committed to building something sustainable, something compassionate, and ultimately something that empowers our creators and coworkers to produce their finest work.

We give back to our communities, and hold ourselves accountable to them.
We engage with and empower our fellow creatives, and seek to uplift and empower their stories and perspectives. We materially support and provide aid to people whose lives are impacted by systematic disenfranchisement and discrimination. We acknowledge that existing in community is a dynamic process, and we work to learn from those around us. We hope to build a community that can hold compassion and respect, while also giving space for righteous anger at unjust systems and hurtful actions.

We dream of a better world than the one we live in today.
We are meaningfully invested in anti-fascist action, in Indigenous stewardship over colonized land, in Queer and disabled joy, in the dismantling of the capitalist carceral state, and in the survival and prosperity of all those who have been marginalized by an unjust and cruel society. We believe all of this is possible within our lifetimes, and while tabletop role-playing games are not direct action, we want to make a tool that empowers all of us to dream of frameworks outside the ones we stand against today.

Hauptproduktlinie

   

Sleepaway and other Jay Dragon RPGs

       

A horror game of Belonging Outside Belonging about a group of summer camp counselors protecting their queer youth from a monstrous cryptid.

Purchases come with a free PDF copy. Use code "SLPPDF" at checkout along with your physical purchase to claim yours.

Sleepaway gives us long hazy days, chilled summer nights, kids screaming and chasing fireflies, crackling campfires, and a gaunt, cruel monstrosity forever hiding just out of sight, always asking, “What do you do next?”

In Sleepaway, you play as a camp counselor at a not-so-ordinary summer camp besieged by a Strange and ominous cryptid. In the outside world, people grow increasingly alienated from their own identities, trapped in a miasma of advertising and corporate branding. Isolated from civilization, this summer camp is a beacon of safety, a refuge for misfit kids defined by their marginalization. As time pushes past and the world grows older, this camp also shelters the survivors of the Lindworm.

The Lindworm is a shapeshifter, or so the stories go; a creature that flays the skin of humans and hides within. As counselors of this summer camp, you’ve each been traumatized by the Lindworm, in your own ways.

You remember little of that time.

Just that you don’t want anyone else to experience it either, and you’ll keep this camp safe no matter what.

The Game
Sleepaway uses the Belonging Outside Belonging system, popularized by games like Dream Askew by Avery Alder and Dream Apart by Benjamin Rosenbaum. It is a diceless game where tokens are received for making Weak Moves (actions that make your life harder), and these tokens are spent on Strong Moves (actions that passionately succeed). In Belonging Outside Belonging games, everyone shares the role of facilitator, and each person can pick up Setting Elements to bounce off of and provide narrative impetus for the other players. In Sleepaway, Setting Elements also contain Rituals, in which gameplay becomes more abstracted, to highlight unique moments of play by combining them with real-world actions and activities. Rituals might invite you to draw, to gesticulate, to play music, or even to destroy elements of the game itself in very unique ways.

The story continues on this way, with characters interacting and setting elements providing a world to interact within, until it is time for the Lindworm to act. While everyone has their eyes closed, one player responsible for channeling the Lindworm during play draws from a deck of cards and causes an unsettling event to occur. These can range from a new scar in a place you didn't remember having one, to a brutally dismembered animal appearing at your cabin door, or potentially even the death or dismemberment of player characters as the game continue.

Characters, scenes, locations, items, and the Lindworm's cards are all kept track of on a conspiracy-style corkboard, which slowly becomes more entangled and more mechanically relevant over time.

The game is divided into three acts, each one with unique rules that subtly change the game by adding new setting elements, permanently changing setting elements and character sheets, and introducing new ways to play.

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