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Rowan

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A member registered Feb 10, 2021 · View creator page →

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Thanks! I'm glad you look forward to trying it out! I had a great time making it.

Awesome! I had another question, too: as far as whether a ship has power/atmo, is that determined by the flavor in the objectives (i.e. "Don't turn the machines off" implies there is power still running somewhere) and breaches (a breach would guarantee no atmo in a room)? Or is it up to the GM to do whatever they prefer?

Really great game! I've had tons of fun familiarizing myself with the ideas. 

One thing I'm wondering; how do you determine airlock locations? Is it just whatever makes sense/GM choice?

They all laughed at your genius. They called you mad, said your ideas were “the misguided fantasies of lunatics!” Doubters and cowards, all of them! You’ll show them! You’ll show them all!

This is my first ever MICRO-RPG, after being an avid reader and player for years. 

In They Called Us  Mad, players take on the roles of brilliant scientists. Sadly, years of criticism and ridicule have reduced them to bitter madmen! Now, their grand designs are focused on solving everyday dilemmas. The more MAD the solutions, the better! 

The dice mechanics of They Called Us Mad are simple, with the chance to go horribly wrong (much like SCIENCE)! Characters must strive to overcome the challenges which prevent them from progressing with THE PROJECT, all the while trying to keep their own genius creations from getting too out of hand...

An RPG about science, madness, and where the two meet...

Recommended for one GM with some d6s and 1-4 players, but how can we progress if we do not TEST the LIMITS of our ABILITIES?? Run it with as many people as you are comfortable with.