BEFORE THE WORMS
A downloadable game
This is a game for mature players who wish to engage with intense topics.
A full list of content warnings for the game is included below, though other subjects may come up in the course of play. Safety tools are essential, as is a culture of trust and mutual support at the table.
"Before the Worms pulls out the core of horror conspiracy roleplaying. It is the rawest, simplest, most clear-eyed portrayal I've seen of the fear and drama that we try to achieve when playing games like Delta Green, Night's Black Agents, Hunter, or any other game where mortals stand against monsters. It speaks to familiar suffering and gives the best answer a game can give. I want to tell everyone about this game."
- Lyme
Before the Worms is a game about a group of regular people who have seen a horror they could not turn away from. It's a game about the choices and sacrifices they will make to fight against that vicious, relentless evil.
The Worms are semi-physical parasites that feed on human suffering. They don't possess us or control us, they simply encourage us, offering power to the worst of humanity. Those who give themselves over entirely are called the Hollowed. They are everywhere. Holding the levers of power. Infiltrating systems and institutions, turning them towards misery. Most people don't see them for what they are. Most of the time, they seem perfectly normal. Until they don't.
Until you've seen the Worms.
The game is designed to be played in short "seasons" of 5-10 sessions, focusing on a single infestation of Worms and the terrible choices the PCs make as they attempt to burn it out. The bleak setting of the game provides a stark backdrop meant to snap characters into stark focus. It is an engine meant to drive PCs to make difficult, painful decisions. Though you may achieve a victory over the Worms, it will cost you dearly. The story of those choices and that cost: of what you cling to, what you lose, and how it changes you, is the substance and spine of the game.
Before the Worms is a 72-page book that provides:
- A complete, concise horror system for both group and solo play that focuses on character, cost, and connection. The system is diceless, using a standard deck of playing cards.
- Card-draw inspiration tables for character creation and relationships, as well as prompts for creating infestations and framing downtime vignettes.
- A procedure for uncovering and resisting the infestations of the Worms and their networks of power and exploitation.
- Guidance for creating your own infestations.
- A ready-to-use example infestation.
- An extended example of play.
- Over a dozen pieces of full-color art.
Before the Worms is also an "anti-Cosmic Horror" game. Unlike Cosmic Horror, which focuses on the insignificance of humanity before the vastness of uncaring alien gods, Before the Worms is squarely focused on the human. The Worms are intimately entangled with us. Their horrors are our own, heightened and reflected back at us through a twisted mirror. Although the game's setting is very bleak, it is ultimately about hope, not despair. It insists that our lives and choices do have meaning, even in the face of an implacable horror that cannot be fully defeated.
Because although you cannot hope to destroy all the Worms, you can fight them here. You can resist them now. You can save these people.
But there are no victories without cost.
And all too often, that price is paid in blood.
Content Warnings:
Before the Worms is recommended for mature players who wish to explore emotionally intense subject matter. The game engages sincerely with themes of:
- Emotional and psychological trauma
- Psychological manipulation
- Systemic violence, institutional abuse, and exploitation
- Complicity, ethical compromise, and moral corruption
- Personal and relational sacrifice, loss, and tragedy
- Self-destruction, self-betrayal, and loss of agency
- Body horror (specifically, worms and parasitism used as metaphor)
- Physical violence and cruelty
- Metaphors that resemble cult behavior and indoctrination
- Metaphoric reflections and implications (though no direct depictions) of patterns of abuse, grooming, intimate partner violence, and gaslighting
Though the text contains disturbing imagery and grapples with intense subject matter, it does not directly depict graphic violence.
Although sexual abuse is indirectly implied, it is never specifically discussed nor directly depicted in the text or imagery.
Though this game focuses its horror on human violence and cruelty, pains have been taken to ensure that these depictions are not gratuitous. The game treats this subject matter seriously, and centers player support through the use of explicit safety tools and "breaths" built in to the system.
Remember: this is not a game about despair. Though it centers trauma and cruelty, it is not about evil. It is about we choose to do in the face of it.
Credits:
This text is original prose written and laid out by myself. The system is an original design (though drawing from the lineage of games like Cthulhu Dark and Ten Candles). I composed the artwork by collaging images I sourced. Some are from the “Faces 001” art pack by Jean Verne, used under the CC BY 4.0 license. The rest are public domain images, and royalty-free photos sourced from Unsplash. All known photographers are credited in the text.
During the development of earlier versions of the game, I used Chat GPT to provide feedback and bounce ideas off of. At no point did I use it to generate any text or images. As of the current version (2.6) the text has been rewritten, partially with the intent of removing any such influence from the work, as I have decided to stop using LLMs and AI models indefinitely.
Sharing and Support:
This game is offered freely, as a gift to the community. The suggested donation amount reflects the time and care that went into the work. But if you can't afford to donate, or don't wish to, please take it, free, gratis, and without obligation.
I would truly love to hear from anyone who finds this game meaningful, useful, or intriguing. It would make my day to hear your play reports. And if you have any questions, concerns, or critiques to share, I would love to hear them as well. The game is still in development, and any feedback is helpful.
| Updated | 2 days ago |
| Status | In development |
| Category | Physical game |
| Rating | Rated 5.0 out of 5 stars (9 total ratings) |
| Author | Intrepid Gremlin |
| Genre | Role Playing |
| Tags | Atmospheric, Dark, Difficult, Horror, Meaningful Choices, Psychological Horror, Scary, Solo RPG, Tabletop role-playing game |
| Asset license | Creative Commons Attribution_ShareAlike v4.0 International |
| Average session | A few hours |
| Languages | English |
| Accessibility | Color-blind friendly, High-contrast |
| Multiplayer | Local multiplayer |
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Comments
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It's an intersting game, simple and effective, with an interesting point of view : "anti cosmic horror", a horror game with hope, etc.
I don't know if I will have time to play it, but it's an interesting take on the Monster Hunter trope and, especially, WoD - Hunter !
Thank you so much! If you ever do get the time to play it, I'd love to hear how it goes!
Hi! First of all, I'd like to say that reading through this was a near indescribable experience. So often I fear that the world is helpless. Consumed by Worms. Works like yours remind me that it is still worth it to keep on fighting. Even if it doesn't fix everything. Even if we fail.
Your prose is truly beautiful. I don't know if I'll ever have the heart to play this game, but reading this meant a lot. It's works like this one that make me love horror and it's potential as a genre.
I am a translator. I've been working on my portfolio, and I would love it if you let me translate this piece into Brazilian Portuguese. I know you technically already allowed it on the Licensing section, but I wanted to ask you directly any way, because if you're willing to, I would like to discuss some of the translation with you, as this reads almost like poetry at times, and I would love to get your opinion on how to deal with some of the more subjective parts of your text.
Finally, I wanted to point out that there is likely a mistake on page 54 where the text abruptly gets cut and/or seems to have been mixed up with some of the drafts for the example of play. You mentioned the game is still in development, so I'll definitely be watching for updates!
Wow... I really can't express how meaningful that is to hear. That's really all I wanted to do with this game. So it's deeply gratifying to hear that it reached someone in the way I hoped it might. Truly made my day, thank you so much.
And yes, absolutely! I'd be honored, and would be happy to talk with you about the translation, however works best for you.
And I appreciate the typo catch! I'm actually about to run a playtest and will do a few edits based on that and some other notes, then will upload an update soon, and will fix the error you noticed as well!
Once again, thank you so much for the kind words. It really means the world to me.
I'm so glad to hear this! I couldn't find any contact info to reach you, so I'll share mine instead and we can talk either through e-mail or discord (whichever you prefer). My e-mail is coelhotraduz[at]gmail[dot]com, and my discord tag is microondas123. I probably won't be able to start the translation process before mid January, but I can tell you some of my questions so I can turn some ideas in my head in the mean time.
I hope you have a wonderful week!
Thank you! You as well! I just sent a friend request on Discord, and I'll reach out over email as well.
You have a high level conceptual meta description of the game, without informing the reader what they will be playing. What is the premise of this game? What time period does it take place in? What kind of setting does it take place in? Who are the players portraying?
Thank you so much for your feedback! I've edited the page to include a more direct description of the game, and will include something similar in an updated version of the text itself. I really appreciate you taking the time to engage, and would love to hear any other critiques or advice you may have.
I just added an introduction to the game text, reproducing the text on this page. Thanks again!
Heya! I just wanted to let you know that I've posted another revision, which I hope makes some of the answers to these questions clearer.
I've read through the 48 page PDF. The premise is intense. It gives me Hunter the Reckoning vibes with a healthy heaping of the Wyrm, Pentex, and Banes/Fomori from White Wolf publishing's old/classic World of Darkness.
The game has a big narrative focus. Mechanics are simple, draw cards. High card wins. The only way to get an edge in opposed challenges is to put a relationship you have with an NPC in danger, or put them in literal danger. I like how you work that in narratively. I can see that risk to relationships is a big part of the game. There is no way to undo that damage to a NPC. That is big. How fast are you trying to have characters self destruct? Do you intend for Before the Worms to be a short or long form game? I would also want some way for my character’s own abilities to play a role in addition to the drama that, optionally, can come into play by drawing on a relationship with an NPC. Otherwise there is no difference between between backgrounds and skillsets.
There is a structured gameplay loop, and you did a good job outlining it in a simple, straight forward manner. The Breathe step is a good idea. A pause period, for an emotionally intense game, where you can think about your next steps and decompress a bit at the same time. There is some solid guidance and a play example that are informaive without dragging on,
The tight gameplay loop, coupled with the light and quick to learn system may make it good for solo play. I might try a solo session out. If I do, I'll let you know how it goes.
While reading I noticed a couple things you may want to edit:
About the dying light of your your (game description)
The person may dead ( pg. 31)
Thank you so much for this feedback! It's incredibly helpful.
Responding to your questions / observations:
Anyway, once again, I really can't thank you enough for taking the time to engage with this. If you end up doing a solo playthrough, I would love to hear how it went and any notes you may have. Honestly, just the idea that someone might actually play the weird little game I made absolutely makes my day!
Heya! I just wanted to let you know that I've published another update to the system which, among other things, adds some tools that I think will help a lot with solo play!