TEXT:  
   
   
  My Dark Future 
   
  - a solitaire role-playing game 
  by Tomas HV Mørkrid 
  illustrated by Kristoffer Ejnermark 
   
   
  
   
   
   
  My Dark Future 
  This game is best played in a house by yourself. The game is meant to 
  explore the darker recesses of your own soul, and is not suited for others to 
  listen in on. You need this rules set, and 3 normal dice of different color (and 
  size, if possible) to play. Read through these rules before you start. At the 
  end of them you will find a note to keep in your hand, with a simple overview 
  of how you play. 
  You, a background 
  We are what we are; our way of being human is a thin layer of conscious and 
  civilized behavior over our deeper self; the instincts of a wild beast.  
  Some thousands years back we had to fight for survival like most other 
  beasts in the wild. A lot of the instincts we depended on then, are still coded 
  into our deeper self. We are genetically programmed to face a world full of 
  dangers. Some of us have problems adapting to a civilized society, possibly 
  due to the strenght of their «wild» reactions ... 
  Most people are haunted by dark and brutal fantasies now and again, 
  destructive inclinations we do not heed, dark lusts we suppress deep in 
  ourselves. This darkness within you is the feed for My Dark Future, the 
  source of the evil story to come.  
  In this game you will try to tap into the dark side of yourself, and weave a 
  future influenced by the dark inclinations you find there. As the game 
  progresses, you will have to give yourself over to this darkness, and explore 
  how far your inclinations may bring you. You will work towards becoming an 
  unhappy or hardened criminal, possibly ending the game by murdering 
  someone, or by setting up a scene where you meet a violent demise ... 
  The first stage 
  The first stage of this game is fairly simple; you say out loud when and 
  where you were born, by which parents, and name all your siblings. Then 
  you tell three brief scenes from you childhood. Tell them out loud: 
  1.scene: a scene from your home and early childhood, possibly the first thing 
  you remember. 
  2.scene: a scene from school, preferably something that includes some 
  schoolfriends. 
  3.scene: a scene from some work-experience you’ve had. 
  - and then you jump ahead, to the last full day of your current life; 
  yesterday. 
  4.scene: you tell a scene from yesterday, something that happened to you. 
  
   
   
   
  Be truthful. It don’t have to be anything special, but it would be nice if it 
  includes a friend or loved one. 
  It should take you less than 15 minutes to do this part of the game. The one 
  thing you need to pay attention to, is to use your own name all the time. Do 
  not tell it like this; «I were born in 1962, in ...» but like this: «Tomas was 
  born in 1962, in ...». Sometimes you use only your first name, and 
  sometimes the whole of it. When telling something your whole family do 
  together, you use the family name: «The Mørkrids are out skiing one day 
  when ...». You use the name or the title of any other persons you include in 
  the story (father is an example of a «title» in this game). 
  You will continue to use names/titles in this fashion throughout the whole 
  game. 
  The darkness 
  When you have told four small scenes from your real life, you are ready to 
  go into the unknown of the future. You will do this in a string of scenes with 
  months or years between them, leaving the untold time between to 
  imagination. You will continue to use your name in the storytelling. It will still 
  be the story of «your» life, but your destiny will slide into darkness from this 
  point on. 
  The Dice of Destiny 
  You roll 3 different dice at the start of each scene from now on. Three normal 
  six-sided dice of different color. These are The Dice of Destiny. 
  ● 
  The dark die represents bad, evil and destructive outside forces at 
  work in your life. A black die is well suited to this. 
  ● 
  The light die represents good, nice and constructive forces at work in 
  your life. A white die is well suited to this. 
  ● 
  The colored die represents your willpower. This one decides if you are 
  dominating the scene, as an active participant, or possibly the instigator of 
  the scene. Choose any color you prefer for this die, as long as it is different 
  from the other dice. You want to choose a BIGGER die for this one; it makes 
  reading the dice easier. 
  The first time the dark die roll a 6, this die gains +1 for the rest of the game. 
  The second time the dark die roll a 6, it gains +2 for the rest of the game. 
  The third time it gains +3. The same rule applies to the willpower die. So; 
  each of these dice may reach T6+3 during the game. These bonuses 
  symbolizes how your dark self set aside unwanted etics, and grow stronger 
  in the conflicts that follows. There are no such bonuses for the light die. 
  Reading the dice 
  When you have rolled the dice for a scene, you read them according to the 
  
   
   
   
  simple set-up given here, with the high die as the prime die for the scene. 
  ● 
  Light die high: something good will befall you in this scene. 
  ● 
  Dark die high, tied with light die: you will describe how someone 
  you know discusses you, without you being there. The ones discussing you 
  should present two different views on who or what you are. The discussion 
  does not have to be concluded. If this occurs after you have commited (or 
  been connected to) a crime, one of the persons discussing you may be a 
  police/detective.  
  ● 
  Dark die high: something bad will befall you in this scene. If the die-
  roll is 7 or higher, the consequences are hard, and may involve you being 
  harmed or framed.  
  ● 
  Willpower die high: you are the active part in this scene, doing 
  something destructive or constructive (depending on which of the dark- and 
  light-die are higher).  
  ● 
  Willpower die high, tied with light die: you are doing something to 
  help someone, possibly to make them forgive you, in this scene. Any 
  forgiveness don’t have to be included in the scene (and you don’t have to 
  succeed).  
  ● 
  Willpower die high, tied with dark die: you are commiting a crime 
  in this scene. If these die show 7 or higher, your character will perform an 
  act of savage brutality (harm a friend horribly, rape someone you know, or 
  murder a person close to you). Tell the details of this as un-sentimental as 
  you can. And then you go on to the last scene of the game. 
  ● 
  The last scene: you may instigate this scene by yourself, or it may be 
  instigated by the dice (see previous paragraph). You are free to give your 
  story the ending you feel fit. Imprisonment is a possible ending. Violent 
  death too ... 
  Voicing the hurt 
  As you spin scenes in this game, you will move into darkness. More and 
  more scenes will be dark and destructive. You will become more dangerous, 
  strongwilled and doomed. The die-system of the game ensures this. 
  The hurt you may feel in the dark scenes, may be voiced by shouting, or by 
  whispering, or by hardening your voice; telling the story in short sentences, 
  with harsh words devoid of feeling. Or you may use swearing, describing the 
  folks you meet in deprecating  ways. Whatever you feel like doing with your 
  voice is right, as long as you follows up on it, and make use of it to tell the 
  dark tale of how your inner demons grows in power. 
  And when you tell how these demons take control, and make you harm your 
  loved ones, then you may have your voice bring all your sorrow to the 
  surface of the story. Cry for them! Shout their names! Let all your anger flow 
  into your voice, and make it a terrible instrument of evil! 
  
   
   
   
  Go with the flow of your voice. 
  The heart of darkness 
  This is a story of your own future. You start by telling some scenes from your 
  life up until now. I hope these scenes are filled with light and love. However; 
  they are made part of the game to introduce some people you know, so they 
  are at hand when the story moves into darkness ... 
  In this game you are meant to tell a story of hurt. As you conjure the 
  darkness in yourself, it will take its vengeance on you; crippling your present 
  life, awakening your inner demons, harming your friends. Let it happen, and 
  rise your voice in bitter anguish as it does. Cry for your haunted soul in this 
  story, as you may have cried over the destiny of a fictional character, in a 
  novel or a movie. 
  It is not done blindly. You will do this with open eyes, consenting to make 
  your life into a stage for a dark destiny. And you will follow through, to the 
  bitter end. Thus you stand ready to gain some insight in who you are, and 
  are not. You may come to see your values in another light, and may come to 
  understand how inner demons could form your destiny, if you where not the 
  strong soul you are. And this may lend you some insight on how other people 
  fail in life, and turn out bad. 
  If it hurts, the experience is felt, and the game is good. 
   
   
  
   
   
   
   
  
   
   
   
  My Dark Future, the dice 
  ● 
  Dark die is bad. 
  ● 
  Light die is good. 
  ● 
  Colored die is me. 
  First dark/willpower 6 = +1. 
  Second dark/willpower 6 = +2. 
  Third dark/willpower 6 = +3. 
    Reading them: 
  ● 
  Light die high: good scene. 
  ● 
  Dark die high, tied with light: someone discuss you. 
  ● 
  Dark die high: bad scene. 
  ● 
  Willpower die high: you do good or bad. 
  ● 
  Willpower die high, tied with light: you help someone. 
  ● 
  Willpower die high, tied with dark: you commit a crime. 
  ● 
  Willpower high, tied with dark, 7+: savage crime. 
  ● 
  Last scene: instigate at will or by dice. Choose the end. 
   
  
SOURCE: textdata/thevault/Self-Exploration, Emotional, & Relationship/My Dark Future.pdf