LITTLE GODS
[Who Hide on Street Corners]
January 25, 3pm
This is a game of small guardians, embodiments of the flavors and whims of the big city, who shepherd a Newcomer in their journey to find a permanent home. As the Newcomer’s previous way of life rubs rough against the city, both will change and grow in unpredictable ways. Build a fantastic city together, and explore a cozy, urban world alongside someone looking for a better life.
This game is about a Newcomer to a city and a group of small gods of the city who shape the Newcomer and are shaped by the Newcomer in turn. Players either are the Newcomer or one of the small gods. Narration is based on the rubs between the Newcomer's old life and the city, and both grow and evolve from this friction in unpredictable ways.
It's a collaborative worldbuilding game centered on modest supernatural elements and a Newcomer. It is not written with the intention of being edgy, rather a cozy urban slice of life and growth with community and at times in conflict with the community's newness and the old habits the Newcomer brings. Having said that, it can be edgier based on the what the group would like.
This Game is…
Rules light, using a roll-under d20 system
Intended for 3-6 players
Inspired by Kiki's Delivery Service and An American Tail




One player will choose to play as the Newcomer, while each other player will choose a Little God to embody. These Little Gods, such as Oakenheart the spirit of tradition and strong foundations, or Tidesong the spirit of cycles and constant flow, each represent a core essence of the city that the players can tap into during the game.
Each player will choose a set of Traits and assign a numerical value to each. These are core truths about the character, and more of these truths are discovered during play. Whenever the character encounters something that goes against that trait, they roll the d20 and attempt to roll below the numerical value of that trait. If they succeed, the character stands firm against the influences and has authority to change the narrative to reflect that. If they fail, they must write a new trait to encapsulate how they changed or grew from this new experience.
Once a character has ten traits, they encounter a crisis. Something major in the narrative will test the very foundation of their character, and they will need to make hard choices to maintain their self image. After a crisis, the character chooses the four traits that best describe the person they've become, and erases all the others. Then the cycle continues, building more traits and understanding how they've grown and changed in the aftermath of the Crisis.
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FAQ
What will the GM provide?
As your host, I will attempt to provide all general supplies including: dice for everyone, hardcopy character sheets, pencils, rules reference, cheat sheet (for some games), and, of course, a story for you to play!
What do I need to bring?
Only whatever you need--personal hydration, personal meds, preferred set of dice if you have a set, and/or a preferred means of writing if a pencil and the character sheet isn't ideal. Some folks like to have a notebook for noting NPCs and other details for playing in TT RPGs, but that's entirely up to you.
Do I need to have played a table top RPG (TTRPG) before?
No experience needed! Generally, the games that I select for game play are going to be simple and ideal for a one-shot (a single stand alone game).
Is there a way for me to see a sample play-through of the RPG we're playing?
Typically, the answer to this question is almost always yes, but be aware that the play-throughs on YouTube/Twitch may not have the same tone or tenor as our game. In my experience, they tend to lean hard into comedic or dark tones and that may not be what the group wants to play. Here's a play-through on YouTube of Little Gods [Who Hide on Street Corners]--just as an fyi: it's part of a series of play-throughs by this group.
What system are we playing?
For gamers, Little Gods [Who Hide on Street Corners] is a roll-under d20 system. This is a simple, easy to learn narrative system that is still reliant on dice, but heavy on the storytelling.
Will there be breaks?
Yes, we will probably have at least one get-up-and-move break. There may be others where we pause the game, and you are welcome to get up at any time without questioning. (If you're not coming back, it would be nice if you can send me a quick note saying your done via email.)
Can I invite friends?
Short answer is no. But the longer answer is that if you want to have someone else participate with you, they'll need to fill out this form on their own. If this is something you feel strongly about, please send me a follow up email once you've finished this and let me know who your friend is. If you want the game to be entirely run for a group of your friends, then we can schedule can discuss and schedule a game for you separately via email. (Email FranzFreelancing@gmail.com)