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The Frankenstein Society Meeting Handbook
Player Count
Themes & Content
Mechanics
About This Game
THE FRANKENSTEIN SOCIETY MEETING HANDBOOK will tell you everything you need to know to run your very own society meeting. You too can create your own community of likeminded geniuses interested in the noble pursuit of creating previously unimaginable life.
1-12 Players // 60 minutes play time
The handbook provides advice on:
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How to run a society meeting for you and your friends
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How to discover invite like minded 'cut and stitch' enthusiasts to your group without causing alarm
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How best to describe your creations and receiving criticism
WHAT IS THIS?
It's a group roleplaying game where each player takes the role of a 'ethically curious' scientist – someone who is interested in making monsters, abominations and creatures whose existance is an affront to god they/themselves! Who knows, you could even create the creature that kills god and lives inside it's divine entrails! All of this, and more, awaits.
Players attend meetings, share their recent developments (i.e. what is cool about their monsters) and record their creation's weaknesses (privately). The hardest thing is not taking a reputational wound when you realise someone else's monster would have yours for breakfast. Take too many of these and you'll end up like Mr. Corbitt!
You will need a group of two or more likeminded students of the craft, a set of roleplaying dice, pens, paper, and somewhere to hold your meeting. You could even use the devil's postman (the internet).
You can even play it solo using our correspondence system.
WHAT'S IT LIKE?
It's somewhere between a party game and a roleplaying game. Think "Tim Burton's Blood On The Clocktower" but without having to close your eyes while someone shuffles around the room. There's space for elaborate stories to come out of the game because of the round themes.
It is, like all our games, dumb, dumb, fun. It's designed to be a light pre-or-instead-of-session-because-gary-couldn't-make-it-again-ffs-lads-do-we-even-need-a-mage game. You'll muck about with your friends describing (and likely drawing) very dumb creatures
HOW DOES IT WORK?
The host introduces the meeting and this gathering's theme and begins the timer.
Everyone presenting writes notes on their monster, they write two strengths which they will reveal on their turn – and also a weakness the monster has. This is recorded secretly, never to be revealed.
(During this stage, players should consider the theme of the meeting.)
Then, when the timer goes the host invites members one by one to present a short speech on the strengths of their monsters.
If, during another member's speech, one of their monster strengths would directly take advantage of your creature's weakness – mark a wound. Three wounds and your monster is a failure, time to scrap it for parts and start again. Bring a new monster to the next meeting.
While there are no winners in the society, there comes a time when a creature is so reality-curvingly powerful that an ancient evil will slip into the driving seat and take it for an apocalyptic spin. In these events the society will often issue a special badge of merit.
THE ZINE
This is a 24Â page zine of weird party/roleplaying game fun with loads of disturbing artwork.Â
SO, YOU'VE CREATED A PROFOUND EVIL WHICH STALKS THESE LANDS?
Once a monster has been shared with the society, we recommend doing a little bit of homework and creating stats for your favourite roleplaying game. This can be a great gift for players and GMs alike. There are guides for MÖRK BORG, Troika!, and Into The Odd.
If you like it, leave a review!
If you're a games writer and would like a copy for review or reference, reach out to Chris on BlueSky or via his website.