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  1
  After The Party
  By Adam Vass
  World Champ Game Co
  Jan 2019
   
  In this game, you will portray a group 
  of people on a road trip, abruptly leaving one 
  location because of an Incident and driving 
  towards a Goal, recounting Memories, testing 
  relationships, and driving many long roads 
  along the way. You will use playing cards to 
  generate prompts to explore and you’ll write & 
  draw on a fictional map to preserve and share 
  your memories.
  To play, you need
   
  • 2-6 players
   
  • One notecard per player to write details 
  about characters (covered in “We Were Both 
  Lookers”)
   
  • 6-10 six-sided dice (these will represent 
  time as explained in “Your Wild Years”)
   
  • A standard deck of playing cards with 
  jokers removed (these will prompt events in 
  your story and are detailed in “Your Wild Years”)
   
  • A large piece of paper to use as a map 
  (detailed in “Subtle Brush Strokes of Memory”)
   
  • Permanent writing utensils like pens or 
  markers
  *Note on randomization: Occasionally, lists in this game are numbered 
  one through six or two through twelve. This allows you to use dice to 
  randomize choices instead of making deliberate choice. A single die 
  will give results 1-6 and the sum of two dice will field 2-12.
  
  2
  We Were Both Lookers
  Creating Characters
   
  Each player will take a notecard on which 
  they will write details about their character. For 
  games with 2-3 players, you may wish to each 
  play multiple characters, combine multiple 
  traits into one character, or simply play with 
  less characters, but each player should have 
  one character minimum. This is the imaginary 
  person you will portray as you play the game: 
  speaking in their voice, making their decisions, 
  and reciting their memories. 
   
  Listed on the next two pages are six 
  character archetypes and traditional traits 
  associated with them. Consider these starting 
  points, building upon their personalities as you 
  play the game and learning more about each 
  of the characters in your story. You may also 
  decide to ignore these archetypes entirely and 
  come up with your own characters whole cloth; 
  this is your game, play it how you want.
   
  Once you’ve decided the type of person 
  you’ll portray in your game, give them a name 
  and briefly jot down any defining traits like their 
  pronouns, their physical appearance, or any 
  other things that make them unique that are 
  absent from their description.
  *This game is designed as a group of friends recounting tales from 
  their 20’s and their lives changing as they enter their 30’s, but it can 
  easily be adapted to fit other genres or groups of people. 
  
  3
  We Were Both Lookers
  • Driver
   
  • You tend to consider yourself the main 
  character of your own story, whether that is 
  true or not. 
   
  • You’re known to make important 
  decisions on behalf of the group. 
   
  • Your hubris can be interpreted as 
  confidence to some and egotism to others. 
   
  • Also, maybe most importantly, you are 
  often the one driving the vehicle.
  • Shotgun
   
  • You are a loyal companion.
   
  • You bring up people around you with 
  encouragement, jokes, sarcasm.
   
  • You often accept responsibility for the 
  betterment of the group and occasionally to 
  your own detriment. 
  • Navigator
   
  • You are traditionally intelligent.
   
  • You know how to solve simple problems 
  with simple solutions but can panic when 
  things become dire.
   
  • Your own nerves can get to you and 
  cause you to lash out.
  You can easily use the same rules to play as a family on vacation, a 
  band on tour, a caravan of cowboys, a group of scoundrels on the run 
  in space, anything you like.
  
  4
  • Snacks
   
  • You easily cheer up those around you 
  and tend to look at the bright side.
   
  • You always know a good place to eat 
  around wherever you may be.
   
  • You tend to use humor to deflect conflict 
  and it doesn’t always work. 
  • Naps
   
  • You don’t offer much to the greater 
  good and consider your own desires before 
  those of the gang.
   
  • Despite the perception that you are 
  a space case, you are very aware of your 
  surroundings and the actions/feelings of those 
  around you. 
   
  • You can usually find drugs on the road 
  or know someone who can help find them.
  • DJ
   
  • You have a keen sense on the general 
  attitude of the group and can amplify or 
  suppress it accordingly.
   
  • You strongly dislike confrontation, 
  whether you are directly involved or not.
   
  • You like to have bits of control and 
  you don’t react well to having that control 
  restrained or removed.
  We Were Both Lookers
  
  5
  THICK AS THIEVES
  Establishing Relationships
   
  Go around the table and have each 
  player briefly introduce their character, offering 
  their name, pronouns, and a brief description. 
  When all players have a feel for the sort of 
  gang that you’re a part of, you will decide upon 
  relationships between your characters and 
  explain why you are in this vehicle together.
      You may choose to establish relationships 
  with other characters to tell a particular type of 
  story or you can randomize relationships using 
  the table here. Each character should have a 
  relationship with at least one other character 
  in your group, but you don’t have to establish 
  relationships with everyone. Some of these 
  relationships will change over the course of the 
  game.
  1. Romantic (partners, unrequited love, mutual 
  crush)
  2. Best Friends (roommates, lifetime friends)
  3. Family (siblings, step-siblings, cousins)
  4. Childhood (neighbors, family friends, long 
  lost friend)
  5. Professional (classmates, work friends, 
  similar industries)
  6. Adversarial (ex-partners, annoying friend of a 
  friend, frienemy)
  
  6
  SUBTLE BRUSH STROKES OF MEMORY
  SETUP THE MAP
   
  Set the piece of paper that you will use as 
  your map in the center of the table accessible 
  by each player. At one end of the paper, draw a 
  circle with an exclamation point inside. This is 
  The Incident, the location where your story will 
  begin. Place a 6-sided dice here with a value of 
  3.
   
  At the opposite end, draw a circle with 
  a small flag inside. This is The Goal, a location 
  where your story will end.
   
  Next, roll six 6-sided dice (6d6) in the 
  center of the map between the two drawn 
  circles. The spot on the map where a dice lands 
  is the location of a Memory that you might visit 
  on your journey. Before continuing, you may 
  reposition dice slightly if they are too crowded 
  or roll off the map but make sure not to change 
  the numerical value shown.
   
   
  Your map could represent any distance: 
  cross-town, cross-country, even cross-planet. 
  You’ll fill in that information as you play.
   
  Once setup, your map should look 
  something like this:
  !
  
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  I KNOW YOUR SECRET
  THE INCIDENT
   
  Your journey begins with a spot on the 
  map referred to as The Incident. Something 
  happened here that has caused your gang 
  to get in the car and go, generally something 
  bad. Decide as a group what the event was but 
  refrain from going into too much detail, make 
  The Incident something you can summarize in 
  just one sentence. Over the course of the game, 
  you might explore The Incident in further detail, 
  or you might ignore it and never talk about it.  
   
  Here are a few things about The Incident 
  that should remain true:
   
  • The Incident directly affects at least one 
  of your characters in a dramatic way.
   
  • Aftermath of The Incident could have 
  been resolved in a different way but impulsively 
  leaving was simply the way you chose.
   
  • Not all characters need to be aware of 
  The Incident, some might just be along for the 
  ride.
   
  • Whether they are aware of it or not, each 
  character’s life before and after The Incident are 
  undeniably different.
   
  • The date that you reach your Goal isn’t 
  as important as leaving the location of The 
  Incident as quickly as possible.
  
  8
  Below are examples of events you could use as 
  The Incident in your game. Feel free to mold 
  and adapt them to the story you want to tell. 
  I KNOW YOUR SECRET
  2. A friend from another town contacts you in 
  desperate need of help.
  3. The place you live in is suddenly put in 
  danger.
  4. A big scheme backfired putting one of you in 
  dire straits.
  5. Someone receives a new job offer in a place 
  far away.
  6. Someone got involved with the wrong crowd 
  and needs to get away.
  7. A long term relationship dramatically ends. 
  8. Someone is fired from their once-stable job.
  9. Someone has been evicted from their 
  residence.
  10. A death in the family.
  11. Someone wants to celebrate an important 
  milestone.
  12. Someone has learned a very dark truth 
  about a person they trusted.
  *Confused about why there is no #1 on this list? Re-read the footer on 
  the first page of this book about using dice to randomize choices from 
  lists.
  
  9
  YOUR WILD YEARS
  USING CARDS & DICE
   
  To setup your playing cards, separate the 
  deck into two decks: Red (hearts & diamonds, 
  these are referred to as Memory cards) and 
  Black (spades & clubs, referred to as Travel 
  cards). Shuffle each of the two decks, keeping 
  them separated, and place both near the map. 
   
  On your turn, you will do the following 
  things in order: 
   
  A) If you are in an unmarked Memory 
  location, draw on the map.
   
  B) Draw a card from the corresponding 
  Memory or Travel deck and resolve its prompt.
   
  C) Reduce the current Time Die by one 
  (this number may be changed by the card you 
  draw).
   
  D) If the group is leaving a Memory 
  location, draw a Travel route on the map.
   
  Each turn takes 1-5 minutes. When you’ve 
  finished, the player to your left will then take 
  their turn, continuing this cycle around the 
  table until your group reaches the Goal space 
  on your map. 
      The person playing as The Driver should 
  begin the game, but if no one chose to be The 
  Driver, the person who most recently went on a 
  trip will start instead.
  
  10
  YOUR WILD YEARS
  A) Drawing Memories on the Map
   
  At the start of the game, your map will 
  look quite boring: just a stark white landscape 
  with a few placeholder dice as locations. During 
  play, you will populate this map with sketches, 
  scenes, symbols, etc. to represent locations of 
  Memories your characters have and the Travel 
  taken between them.
   
  Your game begins at The Incident 
  location which has no drawing yet, so the first 
  player will always draw something on the map 
  on their first turn. Draw something in this area 
  that represents The Incident in some way. It 
  can be a literal depiction of the event, a symbol 
  of something that represents a larger idea, a 
  doodle, an emoji, anything you think portrays a 
  Memory of The Incident. 
   
  Whenever your group arrives at the 
  location an unmarked Memory that is depicted 
  by a d6, the person who is about to take their 
  turn will draw something here to represent 
  that Memory. Each Memory is something that 
  happened in the past involving at least two of 
  your characters. Again, you can depict these 
  Memories in any way you deem appropriate, 
  but avoid writing words on the map. You 
  want to be able to look back on the map and 
  remember the game you played and the story 
  you told but some Memories will be more 
  abstract than others.
  
  11
  YOUR WILD YEARS
   
  A Memory doesn’t have to be inherently 
  positive or negative. In fact, as the relationships 
  change between your characters and as The 
  Incident has rippling effects on your lives, those 
  Memories and your perspective are likely to 
  change. 
   
  If you’re having difficulty making them 
  up on the spot, here is a collection of possible 
  Memory locations you can use in your game:
   
  2. Going Swimming
   
  3. Where You Went To School
   
  4. The First Kiss
   
  5. A Memorable Concert
   
  6. An Exceptionally Wild Party
   
  7. A Big Old Fist Fight
   
  8. Where Your Parents Live
   
  9. The Time We Ran from Cops
   
  10. A Classic Roadside Attraction
   
  11. Where Someone Came Out
   
  12. A Grave
  *Generally, the Memories on the map depict places you have visited in 
  your lives before The Incident. However, some new Memories can also 
  be formed on your trip. The terms “Memory” and “Location” are mostly 
  interchangeable in this game.
  
  12
  YOUR WILD YEARS
  B) Drawing Cards
   
  The next step of your turn is to draw a 
  card. Draw from the Memory deck if your group 
  is in the location of a Memory and draw from 
  the Travel deck if you are between Memories. 
   
   
  After drawing your card, consult the table 
  on the last page of this book to see what scene 
  it will prompt you to take. Generally speaking, 
  Memory cards will have you telling stories, 
  acting out scenes, and waxing poetic about 
  things that happened before The Incident, 
  while Travel cards are more likely to have you 
  interacting in more dramatic ways with your 
  surroundings and fellow characters in your 
  post-Incident lives. 
   
  If a prompt asks you to share details 
  about a Memory or The Incident, you are always 
  encouraged to do so by acting out a scene with 
  other characters who were present. Any player 
  whose character was not present in that story 
  can act as any necessary roles of tangential 
  characters in your story, people who are not 
  along for the road trip but were still at some 
  point pivotal to the story. 
   
  When resolving a prompt, feel free to set 
  the scene as you would in a play or a movie; 
  describe the setting in detail, what the weather 
  is like, what people are doing there, what 
  the viewer in the movie-version of your story 
  *Your game begins at The Incident location which is considered a 
  Memory location for the sake of drawing cards.
  
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  YOUR WILD YEARS
  might be seeing. It will help all players paint a 
  vivid image in their minds and become more 
  immersed in your game.
   
  After resolving your card, place it face up 
  in a discard pile next to the deck from which 
  it came. If either draw pile becomes empty, 
  immediately shuffle the relevant discard and 
  make it the new draw pile.
  C) Reducing Time Dice
   
  After resolving your card-given prompt, 
  you will manipulate the die at your current 
  location. Do this step even if the card you drew 
  forced you to change the value on another die 
  this turn. 
      If you are at a Memory location, spin the 
  die down so the value shown is one less. This 
  represents the amount of time you spend in 
  any location. The longer you stay in a particular 
  place, the more you will learn about that 
  place and how the Memory there shapes your 
  characters. 
   
  If your Memory die was at 1 and you 
  need to spin it down, you instead will leave 
  this location. Take that die off the map, roll 
  it, and place it near the Travel deck. This now 
  represents the amount of time you will spend 
  traveling to the next Memory location.
  *Looking for the card prompt table? It’s the last page of the book for 
  easy access in-game.
  
  14
  YOUR WILD YEARS
  *It is rare but possible for a single player to draw both a memory and a 
  route on the same turn. This is ok, you aren’t breaking any rules.
   
  While you are in Travel, you still spin down 
  the die by one after resolving your prompt 
  cards the same way you would in a Memory. 
  However, since this die is not on the map, be 
  sure not to forget about it. 
   
  If your Travel die was at 1 and you need 
  to spin it down, your group instead arrives at 
  the objective Memory location. When the next 
  player begins their turn, they’ll draw in this 
  Memory and carry on as normal.
  D) Drawing Travel On The Map
   
  When, in the previous step of your 
  turn, you spin down a Memory die from 1 to 
  0 and that die becomes a Travel die, it is your 
  responsibility to draw a road on the map. You 
  will draw a route from the Memory that you’re 
  currently leaving towards any other unmarked 
  Memory on the map. 
   
  You don’t need to go to the nearest or 
  most obvious Memory, you can choose to 
  draw the route in any direction, so long as you 
  continue to generally move towards your goal. 
   
  When drawing, give your route some 
  character. Let the pen glide and wiggle in your 
  hand to show curves in a road or path instead of 
  quickly drawing a straight line on the map. You 
  may consult other players for which Memory 
  you should travel towards but it is ultimately 
  your decision.
  
  15
  I’ve been told there’s no going home
   
  Your story continues with various 
  characters resolving prompts, drawing on the 
  map, creating Memories, having conversations, 
  and building routes until you reach The Goal. 
   
  As soon as the Travel die on the way 
  to The Goal reaches 0, you will stop drawing 
  cards or illustrating the map; your journey is 
  complete.
   
  Starting with The Driver character (or, if 
  not available, whoever would’ve been next in 
  the turn order), each player offers an epilogue 
  for their character. Think of this as the mid-
  credit scenes at the end of a movie. Each of you 
  should say 2-3 sentences about what happens 
  to your character now that the journey is over. 
  Is their outlook hopeful? Do they plan to stay 
  here? How has their relationships with other 
  characters changed? Are they still friends? How 
  does their story end?
   
  Once each player has given a brief 
  epilogue to their character, the game is over. 
  game end/Epilogue
  
  16
  Memory (red)
  Travel (Black)
  2,3,4
  Share your character’s 
  feelings or additional 
  details about a 
  Memory located here.
  You’re having a bad 
  day. Take it out on 
  someone else.
  5,6,7
  Something makes you 
  want to stay at this 
  location, what is it? 
  Add 1 to the current 
  Memory die (max 6)
  Something makes this 
  leg of the journey slow 
  down, what is it? Add 
  1 to the current Travel 
  Die (max 6) or reduce 1 
  from any Memory.
  8,9,10
  Make a new memory 
  in a nearby location, 
  draw it on the map, 
  and add a Memory die 
  there with a value of 2.
  You meet an 
  interesting person on 
  the road. Who are they 
  and how did they make 
  you feel? 
  Jack
  One of the other 
  characters has been 
  acting strangely, 
  confront them about 
  it.
  Two of the other 
  characters get into 
  a fight (verbal or 
  physical). Choose who 
  and what they are 
  fighting over then let 
  them briefly act it out.
  Queen
  Your plans have 
  changed, why do 
  you suddenly want 
  to get the hell 
  home? Reduce any 
  unmarked Memory 
  die value by 1 (min 1).
  You has the bright 
  idea to make a stop. 
  It could be a tourist 
  trap, a friendly visit, or 
  something else entirely. 
  Draw a new Memory 
  on the map then roll an 
  available die and place 
  it on the new Memory.
  King
  In character, share additional details about The 
  Incident.
  Ace
  Something happened 
  that forces you to 
  leave town early, what 
  was it? Draw it on 
  map if possible and 
  immediately move 
  into Travel towards a 
  different Memory.
  Something happened 
  that forces you to 
  arrive in your next 
  location early, what 
  was it? Draw it on 
  map if possible and 
  immediately move to 
  the Memory.
  
  17
  
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SOURCE: textdata/thevault/Collections/Self-Exploration, Emotional, & Relationship/AfterTheParty Zine.pdf