Spiral Star

Note: The mechanics for this game steal brazenly from Jackson Tegu’s Silver and White, and in particular from Alex Carlson’s larp interpretation of it. Thematically, it is loosely inspired by the horror manga of Junji Ito.

It is a game about exploring your emotions while at the mercy of callous and obscure supernatural forces.

Basic Info
Spiral Star is a larp for 8-12 players and 2 Game Masters. It should take about four hours to play, including character creation.

Required Materials
Spiral Star takes place on a yacht with three decks. The play space should be divided into three discrete areas, each representing a deck. Floors in a house would be ideal, but three adjacent rooms will work fine, and, really, any space divided clearly into three areas (each capable of accommodating the entire group comfortably) will do.

One GM needs to have a physical copy of the Event Deck; printed out and attached to index cards works fine. The same goes for the Character Deck and the Emotion Deck.

A few pads of sticky notes and Sharpies should be on hand to mark down changes to the environment.

Some method (such as lanyards) of visibly affixing players’ Character and Emotion Cards to their persons is also recommended.

Procedures for Play
Before Play
There are some events in this game that should be kept secret from the players. It is therefore recommended that the contents of the rules and Decks be known only to the two GMs.
Clearly designate three areas as Lower Deck, Main Deck, and Sun Deck.

At the Start of Play
GMs: Lead the players into the Main Deck, and say the following (you may add in bits for safety or orientation, appropriate to your particular group of larpers):
	“Welcome to the motor yacht Spiral Star, property of Captain Mary Putney, the celebrated and reclusive fantasy novelist. You were all friends or acquaintances of hers at one time, but none of you has had much contact with her in the past decade. Tonight, however, was her fiftieth birthday party, and you received a calligraphy invitation to remote Lake Irene in northern Minnesota. Who knows how many people got invited; you are the only guests who showed up. Some of you knew her from college or school, some as family, some through fandom, and some professionally. It turned out that none of you was a complete stranger to the rest of the guests either; each of you is acquainted with at least one other party attendee.
	“The party was enjoyable enough. After brief introductions, you all convened on the yacht, which she piloted out to the middle of the lake, where the real entertainment began. There was booze aplenty, and the food was of outstanding quality. A recreational substance or two may have been provided for your consumption. Mary herself proved to be an energetic if somewhat awkward host, and by the end of the evening, it was beginning to feel like old times.
	“Then, at midnight, she gathered you all here, in the dining hall [put down a sticky note labeled Dining Hall] to cut the cake. As she blew out the candle, the boat’s engine turned off. Emergency generators kicked in, and light returned; you all saw Mary struggling to breathe. Some among you rushed to help her—but then small, downy white feathers began poking their way out of her skin, streaming out of her mouth and nose, even coming out of her eyes. In a minute or two, it stopped; where Mary was, there was now a pile of feathers.
	“The boat would not start again, and land is too far to swim—would you want to, anyway? Cell signal and radio signal are dead. So here you all are, on Mary’s boat, witnesses to something very strange. What now?
	“Let’s find out who you are. Pick a card from the Character Deck and read over it. It will instruct you on three choices to make: make them by marking your card with Sharpie. Come up with your own name, age, and pronouns.
	“After you’ve done that, go around and introduce yourselves by the information on your card. Now, go around again, and pick another character to ask the question at the bottom of your card. If someone asks you a leading question, assume all information implied about your character is true.
	“Next, everyone pick a card from the Emotion Deck and read it. Your card tells you three things. First, your current dominant emotion. As long as this is your Emotion card, this emotion should be present in your character’s actions and thoughts. You may feel other emotions in addition (humans are complicated, after all), but this one should always be present. If you find yourself alone for a moment, check back in with your Emotion card and re-center yourself there.
	“Second, it tells you your particular Horrible End. If circumstances align poorly for your character, your Horrible End may trigger, and you will suffer the hideous fate described on the Emotion card you are holding at that particular time.
	“Third, your card will grant you either a power or a domain. A power allows you to bend the rules in a particular way, described on the card. A domain determines an aspect of the setting over which you have narrative control. This may be a room on the ship, or some other physical aspect of the world; either way, if you decide a fact about the world within your domain, you should mark it by putting a sticky note in an appropriate location.
	“As long as you hold this card, its information applies to you. As long as you live, you will hold an Emotion card; however, there are a few circumstances under which you will get a new one. There are some Powers that can cause players to change Emotion cards. There are some Events in the Event Deck that can cause the same thing. Finally, if two players touch, then they should immediately switch Emotion cards with each other. When you get a new Emotion card, read it. Its rules now apply to you. If your character dies, you still retain control over your Power or Domain. Use it as you see fit.
	“We are almost ready to begin play! The game will end at sunrise, or if the players manage to reach other humans. The game will also end if all characters are dead. When certain triggering events happen, cards will be drawn from the Event Deck—this will cause things to happen in the game. Be warned!
	“So, do you all know who you are, how you’re feeling, and how you’re going to die? Great. It’s 12:05 A.M., and Mary Putney has just turned into a pile of feathers. Go.”

Events
	Some characters may have powers that can make players draw from the Event Deck. Have them do so, and read out loud what happens. In addition, there are a few other specific events that will cause immediate draws from the Event Deck. These are:

The first time a character takes a swim in the lake, that player draws.
If any two characters kiss, the one who initiated the kiss draws.
If a character manages to get the boat started again, that player draws.
If a character manages to communicate with someone off the ship, that player draws.
Every hour of real time that passes, find someone on the Sun Deck and have them draw.

Some Sample Character Deck Cards
(The full deck should contain maybe twenty cards, in this format)
1) Family

Name:_______	Age:________	Pronouns:________

I am:
Mary’s child		Mary’s sibling	Mary’s parent

I make/made money as:
A therapist		A teacher		A nurse

The worst crime I’ve ever committed is:
Shoplifting		Arson			Credit card fraud

After introductions, pick one other character to ask the following:
“Why did I have to put you up in my house for half a year?”

2) College

Name:_______	Age:_______	Pronouns:________

In college, I was:
Mary’s roommate		Mary’s professor		Mary’s romantic partner

I make/made money as:
A professor			An author			A trust fund kid

The worst crime I’ve ever committed is:
Stalking			Manslaughter		Tax evasion

After introductions, pick one other character to ask the following:
“Why are you thinking about breaking up with me?”

Some Sample Emotion Deck Cards
(Twenty cards in the full deck here as well)
1)
Emotion: Anger
Something is irking you. Is your anger hot and loud or cold and quiet? Is it directed at anyone in particular?

Horrible End: Fire
You burst into gouts of bright red flame. This is sudden, and may seriously injure others if they are too near you when it happens.

Power: My Way
If you and another character disagree about a course of action, you may activate this power to force them to go along with you. Then draw a card from the Event Deck.

2)
Emotion: Cosmic Awe
You and all other humans are powerless before the yawning eternities. You know that now. Wow.

Horrible End: None
If something triggers your horrible end while you hold this card, you do not die. Instead, return this card to the deck and draw a new one.

Domain: The Telescope
There’s a small observatory up on the sun deck. While you hold this card, what you say is true regarding the room, its contents, and what can be seen through the telescope. Souls, perhaps.

3)
Emotion: Hope
Everything’s going to turn out all right. You’re sure of it.

Horrible End: Cast in Bronze
One second you’re there, the next you’re a statue.

Domain: The Party
What was the food? Was there music? A bar? Presents? You can’t add people to the game, but pretty much any other entertainment is under your control.

4)
Emotion: Desire
Whatever (or whoever) it is, you want it bad.

Horrible End: Human Magnet
All loose metal in the vicinity comes flying at you at incredible speed. If you are touching any metal part of the ship, you find yourself stuck in place there. Maybe you’re not dead right now, but you won’t last long. Hey, draw an Event card while you’re at it.

Domain: The Weather
It’s night. Otherwise, the elements are yours to control. Make it rain.

Some Sample Event Deck Cards
(Yep, twenty cards here as well)

Horrible End: Your horrible end immediately activates. Sorry!

Horrible Ender: Choose another character. Their horrible end immediately activates. Whoops!

Change of Heart: Shuffle your Emotion card into the Emotion Deck and draw a new one.

Courtesy Call: Choose another character. Their cell phone rings. On the other end is a voice that sounds exactly like yours, describing in excruciating detail the events of the worst crime you’ve ever committed (check your Character card). Say what they hear.

Secret Emotion! This is actually an Emotion card. Replace your current one.
	Emotion: Grim determination. You’re going to get it done, god dammit.
	Horrible End: Your teeth grow rapidly. Your bottom teeth pierce your skull within minutes.
	Domain: The engine room. Lower Deck. Why isn’t she running? You know.