INTRODUCTION
Our day to day lives are filled with decisions. Our moral compass guides these decisions. Depending on your belief system, this compass may take the form of a devil and angel on your shoulders or maybe it’s the Id, Ego and Super Ego in flux. This game is about exploring those influences and how we act upon them. The PCs take the form of these little Angels and Devils or the voice in your head that says to steal the gum or help the elderly lady across the street. 
Players will take turns guiding a third party character through a scenario. Each player will have their own motives as to what outcome they wish for the character or his/her actions. They will be asked to creatively use elements other players have contributed in advance into story telling. 
WHAT YOU’LL NEED TO PLAY
At least three players
Enough dice for each player to have 10, the dice can be anything from d4 to d20 as numerical values don’t matter 
Pens and paper
GETTING STARTED
This game is about storytelling, interrupting and the ability to work with random elements on the fly. Players will be given a pool of ten dice and an outcome card (this can be as simple as slips of paper drawn from a hat). There should be an even amount of good and bad cards; in the case of odd numbers, put an extra card in and let the universe determine which outcome has more cards drawn. Players sit at a table and determine a scenario, either one they select themselves or by rolling on the chart provided below for a randomized option. Once the scenario is selected, players then create a “twist” for each players’ story telling. When a player interrupts (will be discussed in depth later), they reveal their “twist”. The “twist” is created at the beginning of game play and is not revealed to the player until they interrupt another player’s storytelling. To create the “twist”, each player writes down a person/place/thing/idea (less than five words) and passes it to the left, this person reads what’s there and adds to it with an action. The card is then passed to the left again, but isn’t revealed until that player interrupts. The winner of the roll off must then use this “twist” in their story telling (the roll off will be discussed later). For example, Sue writes “dog” and passes to Brad; Brad adds “biting” and passes to Beth. Beth interrupts someone’s story telling and rolls off, whoever wins must use a “dog biting” to further the story.
IMPORTANT CONCEPT
An important aspect of game play that PCs must understand is that they are NOT the main character. They are guiding the main character through a scenario. While they have full control and can do whatever they want, it should still be understood that this is a third party. 
GAME PLAY
To determine who goes first, players tell a very brief story of a selfless act and decide which act was the most selfless, that player goes first. This player is the “On” player, they begin telling the story, setting up the main character and how he fits into the scenario until someone interrupts. To interrupt, an “off” player chooses any number of dice from their pool to ante up (“off” players can’t ante up more dice than the “on” player has). The “off” player then reveals their “twist”, reading the card to the “on” player (players may choose to do this silently to add intrigue for players who didn’t contribute to the card). The two players then roll their dice, the player with the higher roll gets to keep all the dice rolled and continue the story. For example: if Beth interrupts with three dice, she and Sue each roll three dice; if Sue rolls higher, Sue adds the six dice rolled back to her pool (increasing her pool by three). 
Story telling continues until all the “twists” have been revealed and one player has half the dice in play. For example: if there are four players, there would be forty dice in play, so the game ends when one player has twenty dice and all four twists are revealed. As players anticipate the end of the story, they may take greater risks, anteing up more dice. At game’s end, the players reveal whether they had “good” or “bad” outcomes. The player holding half the dice gets to wrap up storytelling, but must wrap it up based on which side (good or bad) had the most dice in their collective pools.  For example, Sue and Beth both have “good” and Brad has “bad”. Sue ends the game when she collects 15 dice; her dice plus Beth’s give them a total of 21 with Brad holding 9. Therefore Sue gets to wrap the game up with a “good” ending. If players believe another player has their same outcome, they might find it beneficial to interrupt them because if they lose their dice to this player, the outcome remains in their favor. Thus making it important for players not to reveal too much in their story telling because other players might try to thwart their attempts to guide the story to a certain outcome. 
It is important to allow each player their spot in the limelight. Per the rules of conversation, you wouldn’t interrupt someone as soon as they start a story to interject a related story of your own. Allow other players to build a little steam before interrupting them.
SCENARIO TABLE
If players can’t easily determine a scenario or wish to further add a random element, they can roll on this table to determine what scenario the main character finds themself in. Players should keep in mind that some combinations might not work to create a scenario and if the “on” player can’t easily determine a way to start the story, they may reroll one or both aspects or perhaps roll again to add a third element.
While game play doesn’t require a certain type of dice, the tables in this game does require percentage dice. 
Person/Place/Thing/Idea:
01-05% The Neighborhood “Witch” Ethel- There is no way to be certain whether she is a witch or not but she definitely lives in the scariest house on the block and doesn’t take kindly to anyone knocking at her door
06-10% Long Lost Sibling- The main character didn’t know he/she was out there but he/she has known about the main character and now they’ve reconnected after all these years. 
11-15% The Local Drunk Thomas- He’s mostly harmless but sure does like to hit the bottle. He can be a good source of entertainment and information but he’s not the most reliable for either. 
16-20% The Local Station Weather Woman- She went to school to be a journalist and has great ambitions at getting on a bigger station, but right now she’s on site reporting about the local weather. 
21-25% The Nosey Neighbor- every neighborhood has one, someone who doesn’t mind their own business. Sometimes its handy and they look out for strangers but sometimes it’s annoying and they’re peering over the fence.
26-30% Cowboy Joe’s Derelict Barn- it’s on the back side of his property and is never used, as far as the main character knows anyways. Maybe someone other than Joe has a use for it.
31-35% Josephine Berkley Clark Memorial Park- a quaint little park, there’s a swing set and a gazebo, but there are rumors of mischief within the park after dark.
36-40% Mr. Smith’s Food Stop- The locally owned grocery store. Its poorly managed and staffed with mostly family members. They have what someone needs in a pinch, sometimes.
41-45% Whitney’s Wet Whistle- A small restaurant with an adjoining bar. The food is ok but the beer is cheap making it a favorite watering hole for many folks in town. 
46-50% Ol’ McClaninhan’s Junk Yard- The old man and the junk yard have been around as long as anyone can remember. No one knows how it stays in operation because who would want to deal with someone as cranky as the old man.
51-55% A Big Ol’ Sack of Money- just like it sounds, a big sack of money comes into the main character’s possession, so now what?
56-60% A Misplaced Notebook Full of Plans- Someone had something planned, in depth, and they’ve lost their notebook. They’re going to want it back and might not like that the main character saw their plan’s details.
61-65% The Keys to a Stolen Vehicle- The main character somehow comes across keys to a vehicle that isn’t their own. Where is this vehicle? Where did the keys come from? 
66-70% A Duffle Bag Full of Drugs- This bag is likely worth a ton of money to someone and further more, its enough drugs to supply the whole county. Likely not the sort of the thing the main character would want to be found holding.
71-75% A Wild Beast Raging through Town- the main character heard it from a friend of a friend, who might have heard it from Thomas, the local drunk, but supposedly something is loose in town and poses a major threat to public safety. It might even be something other worldly, who knows.
76-80% A Heist Gone Wrong- Somehow the main character finds themselves wrap up in the midst of a heist that has gone awry. The thieves are running; the cops are coming.
81-85% A Corrupt Church- The congregation is none the wiser but the money collected on Sunday isn’t going where they think it is. Behind the pulpit is a scheme ready to be uncovered.
86-90% Knowledge of a Mob Hit- Through the grape vine and dropped from an eave, the main character becomes aware that someone they know is about to become the target of a hitman for the mob. 
91-95% A Series of Breaking and Enterings- all through the main character’s neighborhood homes have been burglarized. No one knows why and the police have no leads. How odd.
96-100% A Hit and Run- The main character’s friend has been hit by a car and is in the hospital. No one knows who did this, or why. Someone must find answers before it’s too late. 

Actions
01-10% Run away
11-20% suicide
21-25% perform
26-30% interrupt
31-35% intercept
36-45% murder
46-50% anticipate
 51-55% witness
56-60% suspect
61-65% hiding
66-70% assist
71-75% observe
76-80% reject
81-85% escape
86-90% accept
91-100% destroy