Structured a bit like a choose-your-own-adventure game, Alice He’s Ghost is a journalling game, an RPG zine, that explores themes of place and melancholy. At some point in the game, a ghost will appear.
Ghost uses cards, dice and imagination to tell a story over five days. Alice, a recent architecture grad, asked for AU$350 to fund and has made its target. There’s still a week to get involved on Kickstarter.
You play the game by yourself using a pack of cards, 6d6 and the item cards in the Kickstarter rewards. If you want, you journal it too.
The dice are used to pick which page you turn to, and the cards whether a ghost appears. The ghost. The item cards are a hint at purpose.
A young girl appears before you. She stands out, radiating a mystical aura. Furthermore, it seems like no one else is able to see her – except you. You aren’t sure why this is the case, or what she’s even doing here. However, there’s no denying it -you are intrigued.
Perhaps she seems familiar – a past lover, acquaintance. Do you enact upon your curiosity, or do you stir away from the uncanny? Regardless, she will continue to be present in your days and thoughts, appearing in random encounters as you slowly uncover who she is.
The tiers are straightforward, and my usual note about Kickstarter being about backing projects, not just retail, feels especially appropriate during ZineQuest.
A pledge of AU$10, about £6, will get you a digital copy of the solo RPG. That’s estimated to be ready in May.
AU$17, which is about £10, gets a physical copy, and you have shipping to add later, but that’s no more expensive. The estimated delivery on that is June.
There’s a higher tier where you collaborate with Alice through illustration or poem; I lack the talent for both, but it’s a writing credit if you feel worthy.
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