Why We Fight
A downloadable game
Why We Fight is a solarpunk narrative TTRPG where you play a crew of eco-punks fighting fascism to build a brighter, greener future.
Your Crew will journey through the remains of a post-civil war country to save lives, reclaim nature, create a community of compassion, and beat back the oppressive forces that threaten the chance for a new start.
But most of all, it’s about learning about each other, and the things that inspire us. It’ll take close co-operation and a diverse set of skills, but together, we can make change!
Why We Fight Features...
- Play alone or with friends in a system designed to support solo+ gaming
- A fast-paced narrative survival system where your characters are shaped by the situations they face.
- Tactical combat and lightning fast, co-operative encounter creation that adapts as you do.
- A simple-but-expansive community building system for creating a future-tech inclusive society where nobody goes without.
- A push-pull game of guerrilla resistance where the bonds between characters are what make the difference between life or death.
- Built-in unfolding narratives and player facing text, perfect for solo or GMless play.
- Make a difference at your own pace with One-Shot and Campaign versions with variable lengths.
- Designed for fast setup and play for any number of players, whether at conventions or your kitchen table.
Want to know more? Visit our website for an in-depth look at Why We Fight's features! Or follow our BackerKit campaign to show your support and help us make it real!
Want to join up? Our Playtest Kit is available for free! Help us make a game you'll love by giving it a go; let us know your thoughts in comments or the Stop, Drop & Roll Discord channel!
Updated | 4 days ago |
Status | In development |
Category | Physical game |
Rating | Rated 4.6 out of 5 stars (11 total ratings) |
Author | Stop, Drop & Roll Games Studio |
Genre | Role Playing |
Tags | Action-Adventure, Action RPG, Character Customization, LGBT, Roadtrip, rules-lite, Solo RPG, storygame, Tabletop role-playing game |
Average session | A few hours |
Languages | English |
Accessibility | Color-blind friendly |
Links | Homepage, BackerKit Campaign, SDR Discord Community |
Download
Click download now to get access to the following files:
Development log
- 300% funded, 5 stretch goals, and a book update!4 days ago
- Launched and Funded in 10 hours!12 days ago
- Why We Fight launches on March 13th!24 days ago
- Yule Regret This! A Why We Fight Winter One-Shot!94 days ago
- November Update: 1.2 released!Nov 26, 2024
- October Update: A Whole New Book!Oct 09, 2024
- Whoops, downloads are back!May 26, 2024
- Why We Fight updates to v1.1!May 17, 2024
Comments
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I would like to throw in a suggestion, though do understand it is probably to late to add it in.
Things that go squeek in the night is another d6 ttrpg with a narrative focus. It provided some of the kit in the book by having sets of pre-rolled dice to flip to at the bottom margins of the page. Having something like that in Why We Fight would cut another hurdle to playing it.
It would be one less item to buy, scrounge, etc.
Hey Xander! Thanks for your suggestion, it’s a very interesting concept, and one I haven’t heard of before. I’m struggling a little to understand how this is implemented, could you give me an example? Is there a dedicated page for pre-rolled results? I believe Fung Shui has this for streamlining GMing, that’s the closest I’ve heard of.
Let me see if I can break it down.
I tend to be bad at explaining things so, sorry if this is rough.
The idea is this: At the bottom whitespace (or somewhere on each page of the book) you would have a small printed row of randomly pre-rolled d6s faces. (or numbers if you wanted to make it even more compact).
Now, say you need to make a 2d6 roll?
You would take the book, and flip the pages stopping on a random one. Then you would look to the bottom and reading left to right, that would be your dice result.
Bottom of page page ten could have [6], [2], [3] in a bracket at the bottom.
- 6 and 2 would be the result.
Page twenty five could have [1], [4], [1], in its small bracket
- If you landed on it? 1 and 4 is your result.. and so on.
When you need to do 3d6, you just use the full random roll printed on the page from left to right.
The group could also agree to only use the first number printed, and flip three times.. or the last number and flip three times.. or even to alternate so on to make it even more random.
It wont be /perfectly/ random.. Still with only six possible results and dozens of pages, a random stop will usualy feel like fair enough of a chance to a player.
In an age of eletronics and everything its mostly uneccisary, but its sometimes handy to have the tool right in the book.
Ah, amazing, like a flip-book of rolls! That’s quite a novel idea, thanks for sharing it. I’m not sure it’d fit within Why We Fight (since the smaller of the two books is around 80 A5 pages, a little thick for that sort of mechanic), but it’s definitely something I’ll keep in mind for smaller releases!
This is a generous and hopeful game that envisions a future in which an oppressive, fascist, colonial state is thwarted by the collective resistance of the people. I have played both solo and in a small group, and I absolutely love how that sense of collectivity and community is built into the game. You play not as a single character but as a crew of four, each of which brings unique skills to the fight. (And in a multiplayer game, your crews join forces to make an even larger collective). You encounter a series of missions that require your crew to support civilians, reclaim seized supplies, push the oppressor back, and more, ultimately ensuring there are enough resources for all. Disabled crew members and civilians are valued here and take on leadership roles. Characters care for others and fight for justice. I love the Personality Discoveries and associated advantages that give bonuses to characters during rolls - it’s not just weapons and skills that matter here, but the relationships and social goods that the characters hold dear. Getting to know the characters narratively as they move through the missions mechanically is a treat. On top of that, the game book is beautiful and a lot of work has been put into accessibility. Why We Fight represents everything I hope an anti-fascist society can be. It’s a beautiful game with a sense of purpose, rooted in an all-too-likely near future in which collective resistance is the only path to liberation.
Wow, thank you so much for this review! It’s so wonderful to hear folks really connecting with the game in all the ways we hoped <3
I love the whole concept of this game and the narratives it brings out. I've played twice now and had a totally different adventure both times! Looking forward to the final product SDR ☺️
Adorei a proposta, e parece um bom jogo conciente! 😃
Thank you! We will be releasing an update for it soon, we hope you enjoy it!
show!! Mau posso esperar 😃