Uncanny Echo Issue 6: Bargains
Uncanny Echo Issue 6: Bargains
This game does not teach you how to play Powered by the Apocalypse games. It assumes you have knowledge of the PbtA engine and leverages that information to create a pick-up-and-play, rules-light one-shot experience.
Issue 6: Faith
Folklore and urban legends abound of musicians who are said to have traded their souls to the devil for either the talent and/or subsequent fame of becoming one of the greatest artists of all time.
In this issue of Uncanny Echo, you’ll play one such musician. Maybe you traded your soul willingly; maybe you inherited this debt from your family, generations paying for the mistakes of those that came before. How your own soul got put on the line is up to you to define in play.
Banding together, all of the players will hatch a plan that hinges on the past experiences of the player characters’ personal past experience and unique deal or pact with the devil. Then you’ll play to find out if you can pull it off or not.
Win or lose—your very souls are already on the line, what else have you got to lose, right?
No contract or agreement is truly foolproof... and the devil, as they say, is in the details.
Uncanny Echo is a serialized roleplaying game. It borrows from part of the Apocalypse World engine created by D. Vincent Baker and Meguey Baker. Games using elements of the Apocalypse World engine are often referred to as Powered by the Apocalypse (PbtA).
Uncanny Echo contains small, episodic stories rooted in mysterious or eerie events that unravel with each Issue. Something somewhat normal becomes something else: surreal, unearthly... uncanny.
Each Issue is a pick-up-and-play one shot, intended to form an ongoing serialized narrative that has a meta-narrative external from any given session. Within these modular experiences, each game will differ greatly with player input. Each uncanny story is of your own making and unfolds in an emergent manner. You to play to find out what happens with as little cognitive load as possible.
These one-shots will sometimes be directly connected to the next Issue; other times you will decide how they fit together. They may simulate jump cuts to unrelated events, returning later to the circumstances in previous months, just as a movie or TV show would from scene to scene or episode to episode. As more are released, you may choose to play them in whatever order you choose.
In Issue 0: The Heist (available for free), players robbed a bank, based very loosely on the movie The Town, with a twist: not all vaults are meant to contain money. What this bank vault kept secure is up to you and the other players.
This Issue connects to that story, exploring a specific uncanny event triggered by the bank heist. Next month will be a different experience within the same game world. With each Issue, you’ll discover how each event relates to the one before it—a process largely determined by you.
Each new issue will be available via my Patreon, which includes an actual play of each issue.