Uncanny Echo Issue 1: Suburbia PDF

Uncanny Echo Issue 1: Suburbia PDF


This game does not teach you howto play Powered by the Apocalypse games. It assumes you have knowledge of the system and uses a system-lite, pick-up-and-play version of it to construct a monthly serialized RPG.

For the full game comprised of 204 pages, full-color, 39 pieces of art, revised versions of each Uncanny Echo game (issues 0-9), and 45 pages of support text, click here.

 Issue 1: Suburbia

Continuing from events in Issue 0: The Heist (available for free), this game focuses on ordinary individuals who get caught up in the uncanny events. Think X-Files and Fringe and you'll be in the right ballpark. 

In this particular issue, you’ll explore the previous issue's aftermath as the rest of the people on the block carry out their mundane lives. These once estranged neighbors will instead be working together to uncover the truth of an uncanny echo in... Suburbia!

It’s time to knock on their door and ask for more than a cup of sugar—if you want to get to the heart of this Uncanny Echo!

Please note this game does not teach you how to play pbta games, it relies on your knowledge of the system already.

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.

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