The Name of God is a story-game about outcasts driven beyond the boundaries of logic and reality by an unreasonable hope for redemption, retribution and the reclaiming of ultimate cosmic power.
You play the role of someone who has lost everything except the burning belief of being something more than what meets the eye. Maybe you are truly a GOD imprisoned in mortal flesh. Maybe you are just a delusional homeless person. Is transcendence the answer? Can you achieve it? What are you willing to do for it?
The main inspiration for the setting and feel of this game comes from Neil Gaiman's dark and weird urban fantasy novels such as Neverwhere, American Gods and Anansi Boys, all stories where mundane everyday actions might hide a secret ritual meaning. Where reality is fair and square... except for that tiny crack that makes everything feel off. Where the shadows are deep and full of painful loss, but where there are also bright spots of light and the hope for something better, for redemption, or maybe just release.
The movie "The Fisher King" is a perfect The Name of God story.
The rules were conceived in 2013 in occasion of that year's Game Chef contest. The core mechanic was heavily influenced by Epidiah Ravachol's nano games Vast & Starlit and Astro Robbers, while the Fetish ritual actions were partly inspired by Vincent Baker's Apocalypse World moves.
The Name of God is a tabletop roleplaying game for 3 to 4 players with a duration of one session (about 3-5 hours).
In its basic form it will be composed by a small deck of 8 cards.
- 4 describe all the rules and procedures of the game
- 4 represent playable character archetypes called Fetishes
Each Fetish is a set of highly thematic and philosophically charged elements meant to inspire its player. The game also sports a few more nifty features that are worth mentioning:
The rules are few and simple, designed to actively guide and support your imagination towards the game's goal. Never played before? No problem!
There is no need for one player to have extra responsibilities or to come up with a story to entertain her fellow players. We all play together!
Grab some friends, sit down and you're all set. The rules are meant to be learned as you play, just follow the instructions and they'll become familiar in no time.
The only things needed to play are the cards and the players. No dice are needed, no tokens, no character sheets, no pencils and eraser. Even a play surface like a table is optional, as the cards are aids meant to facilitate the game procedures, not items that need placing. Play on the go!
One Shot -ish
A full game starts and ends in a few hours; this might mean one intense evening or two relaxed sessions, depending on how laid back your play style is, how confident you are with the rules and how many players are involved.
Making roleplaying games is my great passion. Thanks to the support of amazing friends and loyal Patreons I keep stealing precious bits of time from my day-job and real-life in order to keep doing what I love.Here I'm raising funds to transform The Name of God (a small crudely handmade black-&-white PDF) into a professional looking, high quality, richly illustrated deck of cards. To be more accurate, EU-Poker sized cards of Premium paper quality, with art made by videogame artist Julia Roth.
This project is also a way to say THANK YOU to all the early supporters that already got the original icon version of this game on Patreon, DriveThroughRPG and The Forge UnStore. If this KS is successful they will all get the new illustrated pdf whether they pledge anything on this project or not. Again, THANK YOU so much for believing in my game when it was just an ugly duckling.
If the starting goal is reached I would like to expand the basic set of cards by adding more Fetishes. Each Fetish is a new and unique character archetype that helps to explore a new kind of story, a new perspective, a new emotion.
By choice I'm not designing this new Fetishes myself, and am instead asking for the help of talented guest designers. Why? Because each Fetish is a different way to look at the world, at life, and at the possible stories that could be told. I want to see how others will shape this game.
Depending on the amount of support received the final game will offer the four classic Fetishes (the Worm, the Stars, the Winter, the Shadows) plus a number of new original Fetishes: something like the Ocean, the Hands, the Rain, etc.
Funds are needed to cover the costs of new art, the efforts of guest designers, basic text-work (layout, editing, translation) and of course the costs inherent to a Kickstarter campaign.
Have a peek at what is to come...
Becky Annison is swimming in The Lake, a fetish inspired by the futhark rune "Laguz"; about identity, reflection and death. [funded!]
Meguey Baker is weaving into existence The Thread, a fetish about direction, connection, entanglements, loose ends and tying things up. [funded!]
Caitlyn Belle is causing The Glitch, a fetish about perception, beauty and ugliness inspired by the "glitch art" movement. [funded!]
Stephanie Bryant is pitching The Song, a fetish about giving voice to that which is voiceless or speechless. [funded!]
Emily Care Boss is soaring as The Leaf, a fetish about adapting to conditions, changing and releasing. [funded!]
Dana Fried is forging The Anvil, a fetish about purposeful transformation, purification and renewal. [funded!]
Wendy Gorman is giving us The Shiver, a fetish about the duality of shivers, and how they can be both fearful and erotic. [funded!]
Elsa S. Henry is conjuring The Corvid, a fetish about crows, ravens and their meaning as psychopomps and harbingers of death. [funded!]
Renee Knipe is picking up The Broken Bottle, a fetish about beautiful things that got broken and forgotten, and now are jagged and sharp. [funded!]
Kira Magrann is hatching The Serpent, a fetish about coiled violence and snapping out at the world. [funded!]
Megan Pedersen is burning up The Match, a fetish about how a spark can light the way or burn down the whole house. [funded!]
Ariana Ramos is spinning The Spider, a fetish about poisonous truths and seductive lies. [funded!]
Brianna Sheldon is weeping The Tears, a fetish about joy and sorrow, and release and regret, and the cathartic power overwhelming emotion. [funded!]
Heather Silsbee is aiming The Arrow, a fetish about direction and motion, about being propelled toward or away from something. [funded!]
Manuela Soriani is dreaming up The Butterfly, a fetish about imagination, colours, emotions and the guidance they provide. [funded!]
Meguey Baker is sedimenting The Stone, a fetish about groundedness, permanence and endurance, but also immobility and stubbornness.
More goals to come soon...
Risks and challenges
Development risks should be minimal.
The game itself is already done (100% complete)
The layout is mostly done (80% complete)
The art is what requires the most work (20% complete)
Translations in all languages are complete for the basic game, and only a bit more work will be required for the additional cards.
The very small nature of the game means that, once the funding goal is reached, there won't be too much work to do (there is basically no risk of not completing it).
Fulfillment will also present as little risks as possible.
Working with DriveThroughCards means that a big international company will take care of printing and shipping the game worldwide, with all the support and safety that this entails.
- (31 days)