Possum Creek Games
Flower Court Rpg
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Trade paperback
$19.50
Reader Reward Price: $17.55
A political intrigue RPG about a decadent world of scheming cyberpunk popstars.
Sleepaway Rpg
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Trade paperback
$39.00
Reader Reward Price: $35.10
A horror game of Belonging Outside Belonging about a group of summer camp counselors protecting their queer youth from a monstrous cryptid. Sleepaway gives us long hazy days, chilled summer nights, kids screaming and chasing fireflies, crackling campfires, and a gaunt, cruel monstrosity forever hiding just out of sight, always asking, “What do you do next?” In Sleepaway, you play as a camp counselor at a not-so-ordinary summer camp besieged by a Strange and ominous cryptid. In the outside world, people grow increasingly alienated from their own identities, trapped in a miasma of advertising and corporate branding. Isolated from civilization, this summer camp is a beacon of safety, a refuge for misfit kids defined by their marginalization. As time pushes past and the world grows older, this camp also shelters the survivors of the Lindworm. The Lindworm is a shapeshifter, or so the stories go; a creature that flays the skin of humans and hides within. As counselors of this summer camp, you’ve each been traumatized by the Lindworm, in your own ways. You remember little of that time. Just that you don’t want anyone else to experience it either, and you’ll keep this camp safe no matter what. The Game Sleepaway uses the Belonging Outside Belonging system, popularized by games like Dream Askew by Avery Alder and Dream Apart by Benjamin Rosenbaum. It is a diceless game where tokens are received for making Weak Moves (actions that make your life harder), and these tokens are spent on Strong Moves (actions that passionately succeed). In Belonging Outside Belonging games, everyone shares the role of facilitator, and each person can pick up Setting Elements to bounce off of and provide narrative impetus for the other players. In Sleepaway, Setting Elements also contain Rituals, in which gameplay becomes more abstracted, to highlight unique moments of play by combining them with real-world actions and activities. Rituals might invite you to draw, to gesticulate, to play music, or even to destroy elements of the game itself in very unique ways. The story continues on this way, with characters interacting and setting elements providing a world to interact within, until it is time for the Lindworm to act. While everyone has their eyes closed, one player responsible for channeling the Lindworm during play draws from a deck of cards and causes an unsettling event to occur. These can range from a new scar in a place you didn't remember having one, to a brutally dismembered animal appearing at your cabin door, or potentially even the death or dismemberment of player characters as the game continue. Characters, scenes, locations, items, and the Lindworm's cards are all kept track of on a conspiracy-style corkboard, which slowly becomes more entangled and more mechanically relevant over time. The game is divided into three acts, each one with unique rules that subtly change the game by adding new setting elements, permanently changing setting elements and character sheets, and introducing new ways to play.
Sleepaway Rpg Uncanny Exp
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Trade paperback
$26.00
Reader Reward Price: $23.40
An expansion for the award-winning RPG Sleepaway focused on the Strange and mysterious creatures that exist at the edge of camp. Includes new characters, setting elements, rituals and more.
Venture & Dungeon Rpg 2 in 1
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Trade paperback
$39.00
Reader Reward Price: $35.10
Introspective heroic fantasy and kids dodging bullies at school — two new perspectives on the classic High Fantasy genre. Venture by Riley Rethal is a game of introspective heroic fantasy. Venture gives us magic-filled forests and looming castles, champions in shining armor and vagabonds with dazzling charm, markets of ill-repute and duplicitous authorities, and uncaring gods high above always asking, “What do you do next?” In Venture, we will play as a group of adventurers traveling through a fantasy world, making their way across the terrain while learning about themselves and each other. They will meet townspeople with storied cultures, criminals with shady agendas, mages with esoteric power, and a strange darkness encroaching on the horizon. Dungeon by Jay Dragon is a game about teens playing games of their own. Dungeon gives us trap-riddled school hallways, dragons in the boiler room, the endless grid of suburbia, doodles of monsters in the margins of planners, and a grinning game master always asking, “What do you do next?” In Dungeon, we will play as a group of teenagers on the verge of the greatest danger of their lives, whether that danger is the vast dungeon they explore once a week, or the existential terror of high school. They’ll need to confront mocking skeletons, surveilling monstrosities, bloodsucking bullies, and (of course) the dragon atop its throne of gold. And all they’ll have is an old and battered sourcebook, and each other.
Wanderhome Rpg Hc
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Hardcover
$84.00
Reader Reward Price: $75.60
ENnie Award Winner 2022 for Best Art (Cover), Best Art (Interior), Best Family Friendly Game
Nebula Awards Finalist 2022 for Best Game Writing
Gayming Awards Finalist 2022 for Best Tabletop Game
The Best Indie Tabletop RPGs of 2021 (Polygon, Game Informer, Dicebreaker)
Teeny-Tiny Talking Mice Have Taken Over Gaming (WIRED)
Wanderhome is a Redwall-inspired RPG that arms players with dialogue, not daggers (Polygon)
Wanderhome is a relaxing animal RPG inspired by Redwall, Studio Ghibli and the Moomins (Dicebreaker)
Wanderhome Is Set to Become This Summer's Most Relaxing TTRPG (CBR)
Wanderhome: this peaceful, pastoral fantasy is the balm we all need (Lightheart Adventures)
Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.
You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, we’re always travelers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them.
Wanderhome Rpg Sc
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Trade paperback
$58.00
Reader Reward Price: $52.20
ENnie Award Winner 2022 for Best Art (Cover), Best Art (Interior), Best Family Friendly Game
Nebula Awards Finalist 2022 for Best Game Writing
Gayming Awards Finalist 2022 for Best Tabletop Game
The Best Indie Tabletop RPGs of 2021 (Polygon, Game Informer, Dicebreaker)
Teeny-Tiny Talking Mice Have Taken Over Gaming (WIRED)
Wanderhome is a Redwall-inspired RPG that arms players with dialogue, not daggers (Polygon)
Wanderhome is a relaxing animal RPG inspired by Redwall, Studio Ghibli and the Moomins (Dicebreaker)
Wanderhome Is Set to Become This Summer's Most Relaxing TTRPG (CBR)
Wanderhome: this peaceful, pastoral fantasy is the balm we all need (Lightheart Adventures)
Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.
You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, we’re always travelers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them.
Wickedness Rpg
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Trade paperback
$39.00
Reader Reward Price: $35.10
2021 ENnie Award Winner!
A coven of three struggle to hold the worlds (and one another) together in this narrative RPG.
A quaint home packed to the rafters with trinkets, curiosities, and the occasional miracle. A sleepy kingdom on the cusp of disaster. A wicker gate hanging by its hinges, with Somewhere Else lurking beyond. Three guardians who can save everything—if they can stop squabbling long enough.
Wickedness is a peculiar tabletop game written for exactly three players and one tarot deck, with no dice and no GM. Together, you'll form a coven between three mystical archetypes (the innocent and gentle Pure Heart, the volatile, revelrous Wild Spirit, and the uptight, scholarly Old Soul) and try to keep your world of magic and mystery in balance with the mundane world, in spite of its ignorance, poverty and violence.
The Game
Wickedness is played in three acts: in the first, players discover their coven, the sanctuary they call home, a mundane fantasy nation, and the treacherous underworld lurking beneath it. Each player will be assigned one of the three coven archetypes (The Pure Heart, The Old Soul, and The Wild Spirit) by the tarot deck, and then together they’ll create the world where they live, and the underworld's strange laws and denizens. Finally, they’ll ask heavy-hitting questions about the covens’ relationships to one another.
In the second chapter, the cards point to a series of challenges detailed in the games’ interpretation Guide, and the players respond: the coven can fall prey to their archetype-specific follies in order to collect cards, spend the cards to solve challenges with wisdom, or use the vast and terrible magic powers at their fingertips-- which is miraculous, but costs the user a piece of their essential nature, striking out and maybe even blackening and replacing a truth on their character sheet. So the players have to strike a balance between keeping the worlds from falling into darkness, and keeping one another from falling apart. If the scales tip too far in any direction, it’s entirely possible for the game to come to an abrupt and apocalyptic end.
The final chapter tempts the coven to go their separate ways, but also offers them opportunities to learn from their past mistakes and heal, and finally they'll face their ultimate fates, determining the future of the kingdom, the underworld, and the art of magic itself.
Wickedness uses a bespoke tarot-drawing system loosely inspired by Jay Dragon’s Sleepaway, and is a distant descendent of the Belonging Outside Belonging framework developed by Avery Alder and Benjamin Rosenbaum.
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