The Psychic Danger Society
- 5.5 x 8.5", 48 pages, fully illustrated in chic black and white
- Excellent and unique game mechanics, where dice are rolled at the beginning of the night, as predictions, and then spent slowly through the course of play;
- Designed for 3 to 6 players, including GM;
- Good for single-sessions or "one-shots", but richer still in a series, as you get to know your community all the better.
Small Town Community and Unique Mechanics
As psychic little old ladies, you roll their pool of “prediction dice” at the beginning of the night during a seance, and then use those dice results throughout the game session to solve all the problems that crop up.
Tied into The Psychic Danger Society is a pretty nifty small town setting whereby the Society has been protecting the town perhaps a little too much, and the town has a kind of karmic debt, which is a shameless excuse for your mysteries to start small and ordinary, but as you fail cases (which will happen) they become increasingly supernatural. The night may have started with young Jamal slipping on his skateboard and breaking a tooth, but now the problem is the new mayoral candidate is secretly a vampire. Only you, little old ladies, can save your town!
Why You Should Find This Game Excellent and Desirable
- The game is ready to play in the act of reading it—no lengthy game preparations required, as it comes with dozens of pre-made cases to explore; dozens of distressing circumstances the Society must face—many are small town, innocent affairs, some are murders, and others decidedly supernatural in nature;
- No one gets stuck in the mystery. The mechanics of the game allow you to easily overcoming any stalling—you simply have another psychic vision!
- It features the charming art of Jamie Campbell, and the writing and clever mechanics of Indie Groundbreaker twice nominated James Kerr.