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Can energy vampires take over a valuable artifact from the zoo during an alien attack?

I don't know, but with this game you can recreate this scenario.
Just remember, traitors are among you.


The law and other complications is a fast-paced, absurd, one shot heist RPG. You will play as strange gangsters in unusual circumstances, and in addition, some of you do not really want everything to work out.

In game GM describe scenes, react to the player's decisions, resolve actions and manage time lapse. Gangsters want to achieve their goal, but traitors do everything to not allow it. The players make all the rolls, narrate their actions, and drive the story forward. 

This game was created as an idea to combine classic story driven RPGs with the mechanics of a traitor known from the mafia or the Résistance. The gameplay system itself is simple, but the constant unknown "who's who" introduces an element of tension. This is an ideal party game as it doesn't last too long and doesn't let bored players who lost.

In assumption, the heist generation table was created to provide absurd and funny situations, which, in my opinion, is perfect for one shot games. However, if you are a fan of heavy climates, nothing prevents you from creating your own serious heist, the mechanics will still work.

PS: If you have any questions, ideas or feedback, feel free to write them in the comment, I will try to answer for each one.

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Click download now to get access to the following files:

The law and other complications - Rulebook 151 kB
The law and other complications - Rulebook - Printer friendly 57 kB

Development log

Comments

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"if there is not a single black card, one die with a score of 4 or more is enough, but if a black card appears, it means that someone has sabotaged the task on purpose, and it is necessary 2 dice with a score of 4 or more."

I do not understand this part.  "a score of 4 or more" on two dice is a (33/36) 92% chance of success, but if there's a saboteur then the test for success is or "a score of 4 or more" 92% again.

Indeed, the description can be a little confusing, the rule is that, if in voting pile is no black card, one die with a value of 4 or higher on it is enough, while when a black card appears, each die must be 4 or higher value. The dice results do not sum up.

Ah, so the odds go from 75% no-traitors to 25% with a traitor.

Yes, that's how it works, but if you want a more difficult game, you can choose the version where only 5 and 6 are successful.