ShadesRulebook
ShadesRulebook
By Matthew Webb
special thanks
Playtesters:
Sarah Lynne Bowman, Terra Chirieleison, Harrison Greene, Mark Nau, Morgan Nuncio
Feedback:
Johannes Axner, Sarah Lynne Bowman, Darrin Coe
© and TM 2016 by Matthew Webb. All rights reserved. No portion of this book may be reproduced
without the author’s permission. The author gives permission for this book to be distributed unal-
tered digitally for free. To call the author names, contact him at [email protected]
Cover Image:
(Top) high contrast, © Zachariah Birkenbuel (https://flic.kr/p/ypz9D), Used under Creative Com-
mons Attribution License
(Bottom) Chain, © Akuppa John Wigham (https://flic.kr/p/n1fdrT), Used under Creative Commons
Attribution License
Composite image, © Matthew Webb, 2016. All rights reserved.
You remember dying.
You are drifting through a void. Mist swirls about, cold and dry. Far way,
you see a bright light. It beckons you in the dark, but something holds you
back. It feels like an anchor is tied to your heart. You are pulled out of the
void of mists and into a shadowy place.
And not much more. You are back in our world, but it is dark and grim,
even in the daylight. Everything feels muted and gray. Your mind is hazy
and confused. And you can tell, others are with you.
What is Shades?
Shades is a live action roleplaying game meant to be played turmoil and will stay in the netherworld indefinitely.
in four to five hours over a single evening, with 3-5 players Others will confront what is keeping them there and come
and a moderator. The characters are ghosts who are bound to peace with their past. Others may find they are too
to their old lives by questions and unresolved business. damaged to ever be healed.
Finding themselves in the company of other ghosts, they
will learn more about their past and what is binding them Game Details
to this world; and face what they have to confront or change
to move on. They will be guided by Charon, the Ferryman, Play Time:
who will guide them through their discovery and confron- 4-5 hours, including workshopping and debriefing
tations. At the end, they will make a final choice as to their
fate in the afterlife. Participants:
Shades is an emotional game that can touch on many 3-5 players, plus one moderator
themes. Death is obviously a theme, including murder and
suicide; but trauma, jealousy, abuse and other themes can Bleed and Emotional Level:
present themselves. The ghosts had something deeply unre- Moderate to high, emotional safety recommended
solved or scarring about their lives. The game reflects this.
Playing for bleed is encouraged but not required. Materials needed:
1. Pen or marker
The characters are anchored in the netherworld by conflicts 2. Coins or other tokens (4 per player)
and troubles within themselves and cannot move on yet. 3. Stack of index cards or printed prompts deck (see
They have things they need to let go of, words that need to appendix)
spoken or emotions that need to be confronted. 4. Printed cheat sheets (optional, see appendix)
At the finale of the game, characters will either stay in the Once everyone has drawn three cards, the players should
netherworld - or decide to go toward darkness or light. take a moment to think about how they might of died,
Something in the space should represent this choice - a and the barest outline of their character. Do not define
too much - as you play, you will reveal more about the
characters, and the conflict which keeps them here in the
Prelude
netherworld. The prelude is intended to situate and center the players.
They bring up regrets and other emotional experiences.
Sam chooses the words ‘Water’, ‘Murder’ and ‘Love’ from Shades is about dealing with loss and things left undone.
the cards. They start to think about the circumstances of The prelude is optional, but highly recommended.
their death and who they were.
Explaining the Rules
Choosing Anchors The moderator should explain the structure of the game, so
Every ghost is kept from their final destination by an that players can avoid consulting the rules once play begins.
anchor, an emotional burden. Each player should choose Handing out cheat sheets is a good idea at this time. You
what kind of anchor they have. The three types of anchors should go over the Last Minute, the types of scenes, paying
are - Regret, Guilt and Mystery. the Ferryman and the final choice.
Regret: The ghost regrets not having done something.
Words have been left unsaid, arguments unresolved, true
Exploring Anchors
love never spoken. The moderator has the players sit down in the play space.
In turn, each player reveals the anchor they chose for
Guilt: The ghost cannot forgive itself for having done their character. The moderator then asks a question based
something, or knows it did something wrong. on what anchor they have chosen, and the player should
answer as themselves, not as their character.
Mystery: The ghost does not know why they died, what
motivated it, and is confused or angry. They need to know Regret: What is something that you wish you had done but
what motivated their death, or need to know others know didn’t and can’t now?
their final fate.
Guilt: What is something you’ve done that you wish you
Sam thinks about their prompts, especially Love, and could take back but can’t now?
decides that they want to go for a Regret anchor. Their
character did not do something they should have before Mystery: What is something you wish you had the answer
they died. to but now never will?
Once everyone has their three prompts and their chosen The player should tell their answer to the group, but can
anchor, they should collect their four coins. It is time to pass or just tell it to the moderator if they wish.
move on to prelude. Gather in the main play space.
Exploring Death
The moderator asks a series of questions to the players,
exploring the ideas and effects of death.
“How would you want to die? How would you absolutely not
want to die?”
Reading the fiction at the beginning of these rules is a good The group can play their confusion and initial meeting in
start. The moderator then steps aside and takes on the role this shadowy place however they wish, but eventually, the
of Charon. topic must turn to how they died. Each character must talk
through the last minute of their death. Everything else is
hazy. They will need help remembering.
After all the coins have been spent paying the Ferryman,
the ghosts are drawn to their final destination. The areas
representing the Light and the Darkness are set, and Charon
approaches each ghost, in whatever order it chooses, to ask
the most important question -
The deck
Print out and cut out the deck on the next page in order to play Shades, or reproduce the cards on index cards.
Murder Murder murder
friend-
love love
ship
friend-
hate hate
ship
true
anger anger
love