By Fred Hicks
You can't sleep. It begun like that for we all, again once we have been backyard style insomniacs. might be you had nightmares (God is aware all of us do now), or perhaps you simply had difficulties that wouldn't allow you to sleep. Hell, possibly you have been simply over-caffienated. yet then anything clicked.
That used to be if you took a protracted stroll down the streets of the Mad urban, stopped being a Sleeper, and commenced being unsleeping. yet that click on you heard wasn't from the key global snapping into position. It used to be the sound of the Nightmares flicking off the protection and pointing a gun at your head.
They can scent you. The Paper Boys are remaining in, and you'd higher pray you don't turn into a headline. You're buddy within the water, my good friend, and it's time you were given prepared for it... ahead of the clock chimes 13 back. Now that you're certainly one of us, there's only one basic rule left that needs to dominate your life.
Stay wakeful. Don't relaxation Your Head.
Don’t leisure Your Head is a graceful, risky little video game, the place your gamers are all insomniac protagonists with superpowers, combating — and utilizing — exhaustion and insanity to stick alive, and wakeful for only one extra evening, in a truth long gone manner unsuitable known as the Mad urban.
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Extra resources for Don't Rest Your Head: A Game of Insomnia in the Mad City
The longer the pain, the higher the yield. Actually defeating the Tacks Man is tough (Pain: 8), but as a small mercy, his pins aren’t nearly as bad to evade (Pain: 5) – which doesn’t mean they’re easy, but in the Mad City, you take what you can get. And besides, the Tacks Man prefers to use his pins after his prey’s already been rendered helpless. Struggling only damages the merchandise. The Tacks Man is rarely seen outside of the District, and is a stickler for following the rules – even when it’s to his detriment.
Usually such scenes will be pure roleplaying (not involving dice), and fairly abbreviated in length. Ideally, they should explore some part of the protagonist that we haven’t seen before, or connect the events of the past to the events of the present. Flashbacks can even occur in the middle of a “present-day” scene, but in most cases they should be particularly abbreviated since their point is likely to be all about shedding a particular new light on present events. During such scenes, if dice do need to be rolled, the player should roll only three discipline dice – before becoming Awake he was certainly someone special, but not yet able to reach the ascendant heights available through exhaustion and madness.
Mother When “There, there. Patience is a virtue, my child. And you still have one good hand left to do your homework. ” Mother When first appears as a pleasant country schoolmarm, though her black-within-black eyes are a bit of a giveaway that not all is right. She carries a yardstick with her, and any child who doesn’t measure up gets cut down to size. No one has ever been able to report what that actually means, other than one more missing child in the Mad City. She’s also rumored to have a book for every person she meets that can tell her what awful thing is going to happen to them next, but no one yet has been brave enough to browse through her personal library.