Atma games




















The AI inside you roars with sympathy, but the droid in your pocket twitches nervously. Using only an array of cards and a pair of 6-sided dice, Atma offers a high-adrenaline thrill ride in a cyberfantasy world over the course of a standalone 2-hour session.

The brothers behind Meromorph — Kevin and Matthew Bishop — have a history of producing beautifully unique games. While Shipwreck Arcana may be their best-known title, their first game Norsaga remains one of my personal favorites. The game follows the traditional RPG structure: one Game Master GM guides the story for 1 to 4 other players who each act as their own character.

To set up, the player places their character card and one basic move card face-up, another basic move card face-down and one super move face-down. They will also place a reference card displaying the five general moves available to all characters. Using a move is based on the Powered by the Apocalypse PbtA model: a player declares what they want to do then rolls two six-sided dice, adding or subtracting the appropriate character stat. The switch to cards makes Atma easier to access and understand than most PbtA games.

These tiny snippets are fun to read and often add context to the special abilities. They can also help the GM come up with ideas for the current scene. The GM should be happy to get help from the players because a session of Atma is intensely creative. Just like the players, the GM will rely on the cards to shape the game. First, the group will have to pick a single stage for the session. This is the basic setting, the corner of the world in which the characters find themselves when the action begins.

Each of the 4 available stages to choose from come with their own decks which will all feature in play. The GM will also receive their tokens, the currency used to play many of these cards as well as take certain actions. To start, the GM will place the backdrop and a story card face-up. Each story card presents an overarching aim for the session as well as any special rules that may apply. Next the GM will deal three random scene cards: each of these is a smaller setting with a pair of goals to choose from.

The players can collectively decide which goal appeals the most in each scene. Seeing those first few cards splayed out is intimidating. How can a crashed airship, a restaurant, and the rim of a volcano possibly fit together? The beauty of Atma lies in taking these random elements and finding the connection points between them. Whenever the GM gets stuck, they can spend tokens to introduce an extra, plot or twist card to the session.

These feature non-player characters NPCs , useful objects, and minor events respectively. The tokens can also be used to directly harm the characters through anything from environmental effects to an attack.

What I find most appealing about Atma is how chaotic it is at first. As with most improv sessions that can sometimes lead to zaniness.

Thompson but often used to describe RPGs — comes to mind. The gonzo style is over-the-top, ham-fisted, leveraging the absurdity of situations for laughs. Special Sections. Player Support. Community Hub. Team Atma. Rubika Supinfogame. Atma is a pixel art adventure game : Embody Shaya, Guardian of the living and the spirit world. Atma, your lover, calls you from the afterlife: he needs help. What if you could bring him back to you? However, this would mean disrupting the balance between the two worlds What choice will you make?

All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam. Profile Features Limited. Languages :. Publisher: Rubika Supinfogame. Franchise: Atma.

Share Embed. Play Game. View Community Hub. About This Game In a world where spirits and humans coexist, Shaya, guardian of the unseen, keeps the safe balance between the living and it's spiritual entities.

As she communes with herself at her beloved's tomb, Atma tries to reach out to her through her powers. He never met the spirit world, and has been oscillating between life and death ever since, where he couldn't find peace. Welcome to a world near our own. The volcanic mineral atma empowers the living and entwines the dying, while artificial intelligence and alien titans join humanity in this daunting new century.

Yet in the Restless Zones, beyond society and law, trouble lurks. Atma is a complete roleplaying game system in a tiny package. It's portable, quick to set up and teach, and plays in just 2 hours — perfect for game nights or pop-up sessions!

A Game Master and players use illustrated tarot cards to fuel RPG gameplay focused on creativity and quick thinking. Atma excels as a tutorial for first-time GMs who've always wanted to run an RPG, while allowing limitless creativity for roleplaying pros.

Cards - A stage in Atma contains 51 illustrated tarot-sized cards for the GM, while players choose from premade character micro-decks of 8 cards. Set up and play in seconds, then expand the story as you go. Gameplay - There are no turns in Atma. The GM describes the scene and helps manage the spotlight. Players can try anything that fits the narrative — get creative!



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