A downloadable game

Buy Now$5.00 USD or more

Become Death is a solo journaling RPG where you take on the role of a recently deceased soul who has just been promoted to the literal embodiment of Death. In this role you will guide souls to their chosen afterlife and reflect on your own previous existence as a mortal. Once you've found peace with your life (and met your quota of souls), you'll pass on to the afterlife that awaits. 

This game is a way for people to reflect on some of the hard issues we face as humans: the temporary existence of our lives, the finality of death, the mysteries that lay beyond the veil of this world. 

For this game you'll need:

1 standard deck of cards (no jokers)

1 12-sided dice

A journal and a pen

Some tea (optional)

I hope you enjoy this game! Please leave a comment/review if you do! 

Game Design by Avery Fisher

Art work by Bee Rad

Layout Design by Vee Hendro

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(5 total ratings)
Author1up Podcast Games
GenreRole Playing
TagsCute, Dark, Funny, journaling, Short, Singleplayer, Solo RPG, Spooky, Tabletop role-playing game
Average sessionA few minutes
LinksHomepage

Purchase

Buy Now$5.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

Become Death RPG 623 kB

Comments

Log in with itch.io to leave a comment.

(+1)

Does anyone know how long this takes on average (very roughly) to play? I'd like to bring it into a group setting but I'm unsure how much time to allot to it.

Hello Try,

Sorry for the delay in responding. Family Life and all that. 

So I designed this game to take an hour, maybe an hour and a half to complete. Of course, for some people, they may get a prompt that they really want to explore and they may write multiple pages, some prompts may only be a  couple of sentences. It really depends on how verbose the players want to be in their writing. I am also currently designing some quick play rules that will help speed things up, or make the game more versatile.   For now here is what I would suggest:


1. Increase the dice rolled at the end of each question to 2d12 instead of 1. You'll reach the end of the soul quota a lot faster. 

2. Limit the number of prompts each person can draw to 5 or 6. Still gives people a chance to experience the game, but doesn't stretch the game out too long. 

3. If you are facilitating the game as a group exercise, go through the prompts and maybe pick just a few that really speak to you or to the purpose of the group. 


Hope this helps answer your question!


Avery

Thank you very much that's helpful <3

(+4)

This is a really good game and I appreciate you making it.  Normally, I don’t really like journaling, especially about serious things.  But this was really nice.  The questions were all worded very carefully and sensitively and let the player create their own ideas about how things worked.  At the same time they didn’t shy away from the material and asked the player to take the concept seriously.  It’s a hard line to walk and I feel like it was done very well.

  The biggest surprise for me was, honestly, looking back through everything and realizing how hopeful I sound.  I suffer from a depressive disorder, so I really was kind of expecting my outlook to be rather bleak.

It was nice to look inside myself and find something really kind and hopeful.  I don’t think I would’ve had that experience without playing your game.  Thank you!

Cosmo, thank you so much for these kind words and for sharing your story. I am glad you were able to find the light of kindness and hope inside yourself through this game. When designing the game I definitely had in mind the balance of walking the line between reverence for the sensitivity of the topic and not shying away from difficult concepts. I am glad I found the balance in your eyes. May you have a wonderful rest of your day today.

- Avery