The Reunion: A story/freeform game for 4-6 players.

The Reunion is a game about families, secrets, and a group of people dealing with their collective pasts. For one reason or another, the family has come together and it’s time to reveal long kept secrets and sort out the skeletons in the closet. 

Setup
Players will need to determine who are family members and who is the moderator. There will only be one moderator per game; their role will be discussed more later. 

The biggest component of setup for this game is the Touchstones and Centerpiece. These are common place objects used to establish relationships between characters; they will be explained more in depth later.  When players are invited to play the game, they should be asked to bring four items. These can be anything: an article of clothing, a framed picture, a treasured stuffed animal. Players should pick items with some interest that will make it easy to establish characters, but should leave all personal attachment to these items at the door as this may cloud their play.

To determine what items are used, each player will put one item on the table. Players then roll off, the highest roller’s item stays to be used. This is continued until one more item than the number of players are selected. For example, in a game with five players, six objects will be selected. Whose objects are chosen has no bearing on the game or game play. This is merely a way to randomize the selection to add interest to the Touchstones and the Centerpiece. 
Next, players should agree on tone, how dark the themes of the plot will explore. The Reunion could end up in uncomfortable territory for players with histories of familial strife or abuse. If a darker tone is desired, it should be discussed and negotiated ahead of time. A safety signal or word can be established and used should the game shift into an uncomfortable territory for some players; a raised hand or a loud “stop” would halt the narrative. The active player should back up and reconsider the direction their narrative was taking, if needed ask the uncomfortable player what detail specifically to avoid without prying into their past as this may exaggerate their level of discomfort. 

Playing a Family Member
Being a family member means that you have secrets you’ve kept from your family, just like everyone else. You may not want your secrets to come to light, because they put you in a bad light, maybe you cheated on your significant other or betrayed someone’s trust by stealing money from them. These secrets are hard to expose but not trusting your family to forgive you may lead to heartbreak for you, others, or everyone. 

Playing the Moderator
Being the moderator means that you want all the secrets to be revealed. This family has lived in the darkness too long and need to learn to trust one another again. You are trying to help the family heal and gain a new understanding of each other. For your own reasons (stated or not), you want them to have a “happy” ending.

Tokens

Each family member gets two tokens per player. For example, if there are four players (three family members and one moderator), each family member gets eight tokens. The moderator gets one token per player to start the game. Each player's tokens should be distinct from the others, perhaps coins or colored marbles. The family members will only need as many as they start with, however the Moderator may need as many as the total tokens in play. For example, four players (three family members and one moderator) means three players will have 8 and the moderator will start with 4 but will need 24 on standby as they will gain tokens as play progresses. As secrets are revealed, the moderator gains tokens equal to the ones on the secret, but using the other player’s tokens would lead to confusion, thus the need for the standby tokens. Each token represents a character’s access to the secret lives of others and how interested they are in the secrets of others. If a player is willing to put more tokens on a secret in order to gain control, it means that character really wants to know what is going on behind the scenes with the other character. How tokens are used in game play will be discussed in more depth later. 

Touchstones and Centerpiece

Next, family members sit around a table with the chosen objects at the center. In succession, each player picks up an object and places it between them and the player to their left. This continues clockwise, until there is an object between each of the players, and one left in the center. The objects between players are what we’ll call Touchstones, while the object left in the center of the table is the Centerpiece. These will serve as narrative seeds for the rest of the game, and will bind each of the players at the table. 

The Touchstones may be something the characters shared in their youth, a gift from one to the other, a treasured memento of a summer spent at camp together, etc. At the end of this the moderator may rejoin the table wherever, keeping in mind that the touchstone in front of them is the link between the players to their right and left. This touchstone has no relation to her. To clarify, Sue is the moderator; she sits with Bobby and Joe; the toy car in front of her is the touchstone between Bobby and Joe. 

The Centerpiece is something that the family shares collectively. It may have to do with what happened to drive them apart, or bring them back together. The Centerpiece is something that is omnipresent in the lives of the characters. For example, the Centerpiece is an old hat; the players decided that this old hat hangs in Mama’s house and is Grandpappy’s hat, the one no one could ever part with and always hangs next to the front door; while everyone hates Grandpappy for what he did, his presence is still felt in their day to day lives. An important aspect of the game is negotiating secrets associated with the Centerpiece, because if not all secrets are revealed the person in control of the most secrets associated with the Centerpiece gets to determine the fate of all the other characters. For example, Beth’s character is Mama and she loved Grandpappy but everyone else hates him for what he did and resents that the hat still hangs in her house as a constant reminder of him; Beth may decide that her stubbornness drove away the other family members and her character gets the inheritance. 

Setting

Next, players need to pin down some specifics for the setting. There are four questions that need to be answered by the group before the game:

●	Where is the family having this meeting?
●	When is this family reconvening?
●	Why were they driven apart?
●	Why have they come back together?

The setting should give an initial grounding for the story, and should be discovered by the group in whatever order the players please. One player could suggest “We’re in 1988, American suburbia, mom’s house” followed by “Yeah, and we’re coming back together after Grandpa died,” with a third player adding “We were driven apart after what Grandpa did to Lisa.” Vagaries are good at this stage — the suburbia could be in a Southern California sprawl, or in rural Ohio; what “Grandpa did to Lisa” could range from horrifying (some form of abuse) to funny (Grandpa crashed Lisa’s prom). This is up to the players, and, again, tone should be discussed with the players to make sure no one is caught unaware by potentially upsetting developments in the game.

Once these details are ironed our, write them on a card. This card is the Facts, things that are true about the situation. As secrets are revealed, more facts will join these to develop the narrative.

If players can’t decide or would like a quicker start, they can roll on the following table. 

Roll two d6s to determine these pressing questions. Players can chose to randomize one, two or all of these elements.

Where?
2- A public place: a park, a grocery store, a school. Somewhere uncomfortably open to the public.
3- The school parking lot: by accident everyone ended up here, but its time this was hashed out.
4- Outside the police station
5- The front yard of one family member 
6- Family owned business: its after hours and everyone is off the clock
7- Matriarch’s kitchen. Everyone feels comfortable and on equal ground. You’re all ready to let bygones be bygones. 
8- The “family” time share: a cabin in the woods tucked away and private, or a beach house a few hours from home, some property that is away from the family’s day to day lives
9- The backyard of one family member
10- A rented area for the reunion
11- In a group therapy session facility
12- The scene of “the incident”, whatever it was that tore the family apart happened here which makes some family members uncomfortable

When?
2- The Wild West- This family drama takes place on the wild frontier
3- Victorian Era- 
4- Early 19th cent (1900 though1920s)
5- War times (1930s through 1950s)
6- Post Vietnam Times (1960s though 1990s)
7- Current Times 
8- A few months after “the incident”
9- A couple years after “the incident”
10- A decade after “the incident”
11- The next generation sorting out their sins of the past
12- Flashback, from current to “the incident”- Narratives should take place in both the present and the past sewing together what happened then with what is happening now.

Why the family split apart?
2- Some form of abuse
3- Political, philosophical, or religious beliefs 
4- An addition to the family (maybe a birth or an undesirable marriage)
5- Someone borrowed money from someone who doesn’t intend to repay the debt
6- An unfortunate accident 
7- A large money dispute
8- A property dispute
9- Disputed Inheritance
10- A proposed marriage to a questionable individual 
11- Parent disowns child
12- Physical altercation

Why are they coming back together?
2- Legal intervention- Some form of legal action has been taken and the law is investigating the course of events.
3- External intervention- The neighborhood is gossiping and the family is the hottest topic on everyone’s tongue it seems.
4- Internal gossip- There is whispering and he said she said being passed around.
5- Coincidence- This was not planned, the stars aligned and everyone is in the same place at the same time.
6- Birth in the family- A new family member has brought everyone together, for good or bad.
7- To make amends- It is time to let bygones be bygones and became a unified family again, everyone has agreed to meet and work out their differences.
8- A death in the family- Someone’s passing has brought the family together in a shadow of sadness, or maybe hope or relief from tyranny.
9- Several family members want to make amends- Several people think it’s about time things were settled and the family brought back together, but not everyone agrees.
10- One family member wants to this struggle to end- One member stands alone but their desire to heal old wounds is strong, but is it strong enough to outweigh everyone else?
11- Death bed confession- In breathy whispers, someone admits to family secrets that will draw everyone together to fix what was once broken.
12- Post-mortem information- Perhaps someone found a suicide note that everyone needs to hear or maybe a diary reveals things the family needs to know before they can forgive each other. 

Characters
One player will be the moderator (determined earlier). Their role is to help guide the family through this tumultuous time. They have no secrets to share with the family and have no relationship with family members, mechanically speaking. If a narrative creates a relationship, that is acceptable. This is why they are left out of the touchstone selection process.
The rest of the players are considered family members. Each player needs to come up with a concrete character in the family incorporating the touchstone to their right. Each player should discuss their Touchstone object with the person to their right so that they each have an idea of how this plays into both their character. What might the object evoke for each player, and how does it imply something about each role they have in the family? Be willing to negotiate any ideas you have so that both players are happy with the character they create and the relationship they have developed with the player to their right and left. 

Familial roles can be traditional or not, based on the interests of the players. This can include, but is not limited to: parent, step-parent, aunt or uncle, cousin, etc. Keep in mind that family doesn’t mean blood relation to everyone. Maybe there is a long time neighbor or a close friend of the family who plays into this narrative. Players should successively go around the table, picking up the object and negotiating with other players what each role might mean for the family, given its setting, what broke the family apart, and what event has brought them back together. 

For example, players Adam and Belinda have a scratched CD single of The Cure’s “Just Like Heaven” sitting between them, placed there by Belinda. Adam might start with: “Well, if it’s 1988, this song is pretty current, so I’m guessing we’re probably teenagers…?” With Belinda following up by deciding that they should be cousins, one of whom turned the other on to “alternative music.” Adam decides his character should be “Lisa,” while Betty decides her character should be “Andrea.” Both write their character names and roles (cousins) on a folded index card in front of them, and the character creation moves counter-clockwise, with Betty now negotiating with Carlos about the worn pair of sneakers between them.

Secrets
Each family member has three facedown cards in front of them: Left, Right, Center. Players may wish to label the location of each card on the face up side so that as they are controlled and looked at, they are returned to the proper location. The Left and Right will be secrets regarding their left and right touchstones and/or their relationship with that family member and the center will be in reference to the centerpiece. At the end of the game, some of these will be revealed, while many will not -- these will drive final revelations that help to wrap up the game.

Gameplay
The player to the left of the moderator goes first, beginning the narrative by describing their character, play proceeds clockwise around the table. 
The first round will be each family member placing their control tokens to get things started and establish their character more to the group. Each player will describe their character and touch on that character’s particular interest in the secrets of others. The player might introduce their snooping or the fact that the character is concerned about another character, something to lead into how that player’s character will later discover secrets. This will give other players an idea of what makes their other family members tick and the who they are, since families would typically be familiar with each other. The description of how they will later discover secrets can go many ways, such as through snooping, gossip, or other ways of prying into someone’s private life. When the round reaches the moderator, they will introduce the group to the session, saying something like “We’re all gathered here after your daddy’s death because you have a lot to talk in order love one another again.” After round one, game play begins more in depth as players attempt to control secrets. At the beginning of their turn, each player determines how many secrets they control, they then look at all the secrets they control. The player then frames a scene about how they discovered the secret(s) they control. The player may then choose to reveal a secret, thus making it a fact (to be discussed further later).
During their turn, players must attempt to control a secret. 
To do this, the player places as many tokens as they like on as many secrets as they like. Players should keep in mind that once tokens are placed, they won’t get them back, only the moderator gains tokens as play progresses. If the player has the most tokens on a secret at the beginning of their next turn, they now control the secret. A round consists of all other players taking their turn, telling their narrative, attempting to control a secret. If you control the secret, you may read the secret. If you lose control you still know the secret but you may not look at the secret to reconfirm details later.
You may also chose to place an additional token on a secret you already control in order to retain control of that secret. This implies that the secret is something that you don’t want to come to light. 
Family Member Narration
On your turn, set the scene describing in character how you are discovering secrets or how you are finding the information. There are many ways to do this; through deception, snooping, confrontation, a heart-to-heart with the person, etc. Gathering information isn’t always negative or an act of aggression; sometimes it may be for a family member’s safety.
Controlling a secret represents having some sort of proof such as blackmail photos, a diary detailing their abuse, or incriminating tax records. This information can be gathered however the player sees fit; perhaps through snooping into a shadier family member’s shed or perhaps reading an abused family member’s diary in hopes of helping them out of that cycle. 

Moderator’s Narrative
The moderator’s tokens represent family members opening up to the moderator in some way, perhaps in the past, maybe they gave them a letter about their problems, or perhaps they handed over some incriminating evidence, thus the moderator gained knowledge of family secrets. The moderator’s narrative will go somewhat differently than other characters. The moderator will reveal secrets as information having been willingly given by family members, not through prying or snooping. The moderator reveals secrets so that the family is airing grievances and healing old wounds. For example, Sue is the moderator; Sue describes a scene in which Bobby’s character tearful admitted to her that Becky’s character stole Bobby’s love interest in high school and how deeply hurt he is by this. Family narration might take a more confrontational and deceptive tone, although not necessarily. 

Knowing Secrets
When you write a secret at the start of the game, you are considered to know the secret. At that point, no one else knows the secret. 
When you gain control of a secret, you may read the text of the secret. If so, you now know the secret. You may share this knowledge with whomever you wish, but do not show them the card (unless they wrote it). Sharing secrets is best done through narration and character to character, not through meta-gaming player to player.
Only the controlling player may pick up and look at the text of a secret. If you have lost control of a secret, you are considered to know the secret but may no longer look at the card.
Revealing Secrets
On a player’s turn, they may choose to reveal a secret they control. This turns the secret face up, thus making it a fact. Any characters mentioned in the secret lose half their tokens (rounding down), these tokens are then added to the moderator’s pool. The player no longer has control over the secret and it does not count towards their number of controlled secrets, as it is no longer a secret, but instead a fact.
A character counts as being mentioned in the secret if they are named or if they are described or clearly referred to. If a secret refers to “the Count's murderer” and a character was earlier revealed to be the murderer, then that character is referred to. 
When revealing a secret, the player first announces that they are intending to reveal a secret and which secret they intend to reveal. Other players may attempt to negotiate, bribe, blackmail, or persuade them to not reveal it. Ultimately it is the decision of the controlling player what they will accept as a bribe or negotiation.
Mysteries
Mysteries are new secrets created as the game progresses. When a revealed secret contradicts existing facts, a Mystery is created. On a note card, write the reason the mystery exists. Place the card blank side down next to the appropriate Centerpiece or Touchstone. Not all games will have mysteries. For example, if a fact states that Sue’s character killed the patriarch, but a later secret says that his death was a suicide, this creates a mystery. This mystery could be solved by saying that Sue cleverly made it look like a suicide or conversely that Sue was wrongfully accused because she was in the wrong place at the wrong time. 
From this point on, these count as secrets. The first player to take control of the mystery may write the solution to the mystery, solving the conflicting facts. This can be as simple as saying that an existing fact is a lie. The player should write the solution to the mystery on the blank side of the card and return it face down to the table.  Treat this card as any other secret, control can be gained and loss, it can be revealed, and if it is associated with the Centerpiece, it counts towards secrets controlled during game end.
Game Conclusion
The game ends when all family members are out of tokens and all secrets are controlled. The moderator may still have tokens, these have no effect on the end game.
If all secrets have been revealed, the entire table has come to a heart-wrenching but hopeful conclusion. The moderator has succeeded in healing the family and narrates how everyone successfully overcame this difficult time to become a loving close knit family. 
If not all secrets were revealed, the player controlling the most secrets tied to the Centerpiece is the winner. This player chooses which characters are ruined and which are not (this will include the moderator’s outcome). Any ruined players narrate their characters’ ultimate dismal fates. Any remaining characters narrate their continued menial existence in the shadow of the winner.  
If there is no winner, then the entire family and the moderator are in ruins. Every character's story ends in tears. Each player narrates how their characters' life proceeds in misery, torment, and perhaps even death.