Afterlifeis a strange fantasy game where you play a Wanderer – a traveler who passed from the world of the living into the world of the dead and is searching for their final resting place. With no memories of who you once were your goal is to discover truths about yourself – as hard as that may be. You journey the endless desert of the Tenebris and search through gateways to the next life to uncover these precious fragments. By gathering these memories and coming to terms with what you’ve done your path to the next life unfolds upon your skin in the shape of Death Marks, tattoo-like sigils leading you into the Beyond.
A Wanderer’s ultimate goal is to regain their memories and find their Requiem—a true end in the place known as the Beyond. In order to do this, a Wanderer must do what their title implies and travel. By travelling into different limbos—different gateways to the Beyond—a Wanderer can find fragments. Fragments are glimpses of memories summoned forth by their unconscious. Finding a fragment gives a Wanderer Resonance and when a Wanderer gains enough Resonance they have a Break. During a Break they plunge into a full blown memory of their past life and learn something about themselves, bringing them one step closer to their Requiem. Each Break means healing, a striving to remember, a fight for personality and soul.
Character creation in Afterlife is done in game. All you need is a blank character sheet, a set of six-sided dice, and a pencil to start playing. During character creation, your Wanderer rides the boat taking them from their mortal life to the Tenebris. Based on a variety of dice rolls you make, your GM will ask you a series of questions, and how you answer gives your Wanderer different stats.
The mechanics of Afterlife centre around making checks, which means rolling a pool of six-sided dice (d6s) based on your character’s stats.
In Afterlife only the players roll dice. GMs describe what the characters experience and the challenges they face, and controls the NPCs in the game. Players describe how they want to interact with the world, talking to an NPC for example, and make checks to see if their action succeeds. The GM continues to narrate the scene, and based on how well the player rolls, declares their action a success, deals them damage, or amps up the drama in the scene. There is no initiative order, though in high-action scenes, it’s normal for every player to get a turn before starting a new round of checks.