Description
THE FRANKENSTEIN SOCIETY MEETING HANDBOOK will tell you everything you need to know to run your very own society meeting. You too can create your own community of likeminded geniuses interested in the noble pursuit of creating previously unimaginable life.
The handbook provides advice on:
- How to run a society meeting for you and your friends
- How to discover invite like minded ‘cut and stitch’ enthusiasts to your group without causing alarm
- The 5 best ways to obscure your dark secrets from prying investigators
- How to avoid common meeting pitfalls (like someone getting eaten)
- How best to describe your creations and receiving criticism
- Mitigating large electricity bills
- Scheduling and book keeping
WHAT IS THIS?
It’s a group roleplaying game where each player takes the role of a ‘ethically curious’ scientist – someone who is interested in making monsters, abominations and creatures whose existence is an affront to god they/themselves! Who knows, you could even create the creature that kills god and lives inside it’s divine entrails! All of this, and more, awaits.
Players attend meetings, share their recent developments (i.e. what is cool about their monsters) and record their creation’s weaknesses (privately). The hardest thing is not taking a reputational wound when you realise someone else’s monster would have yours for breakfast. Take too many of these and you’ll end up like Mr. Corbitt!
You will need a group of two or more likeminded students of the craft, a set of roleplaying dice, pens, paper, and somewhere to hold your meeting. You could even use the devil’s postman (the internet).
(There is a solo mode planned as a stretch goal, but you’ll need a mirror for that.)
WHAT’S IT LIKE?
It’s somewhere between a party game and a roleplaying game. Think “Tim Burton’s Blood On The Clocktower” but without having to close your eyes while someone shuffles around the room. Or the ‘perky goth’ thing (though, you do you). There’s space for elaborate stories to come out of the game because of the round themes and secret agendas – no one is quite who they seem.
It is, like all our games, dumb, dumb, fun. It’s designed to be a light pre-or-instead-of-session-because-gary-couldn’t-make-it-again-ffs-lads-do-we-even-need-a-mage? game. You’ll muck about with your friends describing (and likely drawing) very dumb creatures
HOW DOES IT WORK?
The host introduces the meeting and this gathering’s theme and begins the timer.
Everyone presenting writes notes on their monster, they write two strengths which they will reveal on their turn – and also a weakness the monster has. This is recorded secretly, never to be revealed.
(During this stage, players should consider the theme of the meeting as well as any secret agendas they might have.)
Then, when the timer goes the host invites members one by one to present a short speech on the strengths of their monsters.
If, during another member’s speech, one of their monster strengths would directly take advantage of your creature’s weakness – mark a wound. Three wounds and your monster is a failure, time to scrap it for parts and start again. Bring a new monster to the next meeting.
While there are no winners in the society, there comes a time when a creature is so reality-curvingly powerful that an ancient evil will slip into the driving seat and take it for an apocalyptic spin. In these events the society will often issue a special badge of merit.

















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