Haunted

@hauntedrpg.bsky.social

A supernatural noir TTRPG where the dead don't stay quiet. Your detective has a wound at their center, and the cards decide what how the story goes. Funding on Gamefound this October - just in time for Halloween.

"Break things. And people." The Bull isn't the dumb one - the Bull worked out that planning all day just gives the other guy time to plan too. Once a session, a witness who's clammed up gives you one more *true* sentence. Take the right ability and even ghosts run from you.

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Forget the murder, the hard part of a mystery is making everyone feel like a suspect. In Haunted, every major NPC guards a secret they'd kill to protect, and every one of them thinks you're onto them. They'll lie to you about crimes they didn't commit just to keep you from seeing the ones they did.

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How two people make a game: he designs, writes, shoots video, and is learning After Effects alarmingly fast. I do layout, ops, marketing, the LLC, the contracts, the site, and the spreadsheet nobody else wants to look at. Neither of us has done this before. We're doing it anyway.

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"Contact the dead, and find out why that was a bad idea." Everyone knows the ghosts are there; best not to dwell on it. The Medium pulls the Veil aside on purpose. Ghosts are unreliable witnesses - but sometimes they're all you've got. The scarier the ghost, the better the clue.

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No dice in Haunted - tense moments resolve with Tarot. Major arcana, you get everything. Anything else, you're negotiating. You get a number from a die, but a card gives you an image. A vibe. A direction. You drew the Five of Staves and now you're swept up in a brawl. Better throw some elbows.

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Locking clues behind a skill check is the worst thing RPGs do to mysteries. A scene where the detective finds nothing is at best a stall, not a scene. In Haunted, you always get the clue. The question is what you were willing to do to get it.

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"Bring justice to the world, no matter the cost." The Shamus doesn't talk to ghosts or read Akkadian. Once a session she asks the GM outright whether a witness is lying - yes or no, no roll. The most powerful question in the game, and it tells you nothing about what's actually true.

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