After I dug up Two Summers from the depths of the family attic, I found another envelope full of sheets that were loose and badly filed. It seems they are presenting variations to the original game; I cannot remember if they were meant to appear in the gamebook, but I felt like I could show them to you anyway.
In this 80-page supplement for Two Summers, you'll find:
Options to create adventures as a group and/or play without a GM
A darker version to the base game and a one-shot adventure to go with it
Variants to introduce supernatural elements to the base game: magic, parallel universes and time travel options, with a one-shot adventure to go with the latter
Variants to play a short campaign of Two Summers based in the city instead of the country and/or in the winter instead of the summer
Variants to play in other eras, play children and/or old people, or play people from the same family, with a one-shot adventure to go with the latter
A SRD (System Reference Document) of the game to encourage other hacks, variants and options!
"I’m quite happy that Two Crazy Summers (2CS) is a game where things are on the fun side and there’s no supernatural stuff! But I got friends boring me to death, like where’s the magic, how cool it’d be if we played in a big city or in the past… Just so they cut me some slack, I wrote a few variations for the game!"
- Côme Martin
Written by Côme Martin
80 pages, A5 size, zine, full color. PDF included.