Uncanny Echo Issue 4: Present

Uncanny Echo Issue 4: Present

2.99

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-lite one-shot experience.

Issue 4: Present

This issue is more narrow in focus than others because it is based on a novel and movie, Bringing Out The Dead. This source material follows a burned-out nightshift paramedic who struggles with intense personal and spiritual trauma after too many years on the job.


You’ll find one playbook, the Medic; you’ll play someone experienced and trained in this field to the point where their job is habitual. They work with skill and precision but find that, more often than not, the outcome is not something in their purview.


Because this subject matter is intense and beyond my expertise, this issue is not concerned with simulating the actual care of the people medics tend to in real life. Instead, we will focus on the peripheral lives of the protagonists and the city at night, much like in Bringing Out The Dead. This issue interrogates the city, what it is and what it feels, and the altogether different lives and events most people never experience.


A life distinct from the daytime hours and experiences of people not belonging to the machinations of evening and dawn—when the surreal and bizarre feel possible.

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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. https://www.patreon.com/frasersimons

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