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FableWyre
TTRPG
Escape Rooms
About
FAQ
Contact
(0)
Cart (0)
TTRPG
Escape Rooms
About
FAQ
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TTRPG Content Kills- Sketchbook PlayPack
ChatGPT Image Apr 18, 2025, 08_29_04 AM.png Image 1 of
ChatGPT Image Apr 18, 2025, 08_29_04 AM.png
ChatGPT Image Apr 18, 2025, 08_29_04 AM.png

Content Kills- Sketchbook PlayPack

$5.00

Content Kills is a cinematic horror TTRPG about influence, betrayal, and the terrifying pressure of staying relevant. Set in a pristine content house somewhere outside of time—and deep inside the algorithm—players take on the roles of five influencers who wake up in a villa wired for confessionals, sabotage, and collapse. Their follower counts are live. Their mistakes are trending. And the only way out is through the story the internet wants to see.

There is no combat. There are no monsters. The threat is clout itself—the insatiable need to be seen, to perform, to survive the feed. One scene at a time, the Director (GM) guides players through emotionally charged social challenges, where each choice affects reputation, group dynamic, and narrative control. Confessional interviews allow players to bend the truth, rewrite relationships, or frame others for the fallout to come. But every action is tracked by the Fame Engine: a story-first mechanic that turns attention into power and exposure into a weapon.

Designed for 3–5 players and one Director, Content Kills plays like a prestige streaming series with teeth. It’s equal parts Black Mirror, The Circle, and Bodies Bodies Bodies, blending stylized tension with gut-punch revelations. Inside the game’s toolkit, you’ll find scene-by-scene narration, sabotage mechanics, follower collapse trackers, algorithmic threats, and ending sequences that force players to choose: who gets the sponsorship, and who gets erased?

This is the Sketchbook Edition: the full script, mechanics, and narrative tools are all here, ready for bold players who want story-driven chaos and theatrical gameplay. This version is lightly formatted for access and clarity—raw, stylish, and designed to provoke feedback and interpretation. The deluxe final edition will follow, but this is the game as it lives now: streaming, glitching, waiting to be played.

Because in this house, there’s only one rule: stay interesting—or disappear.

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Content Kills is a cinematic horror TTRPG about influence, betrayal, and the terrifying pressure of staying relevant. Set in a pristine content house somewhere outside of time—and deep inside the algorithm—players take on the roles of five influencers who wake up in a villa wired for confessionals, sabotage, and collapse. Their follower counts are live. Their mistakes are trending. And the only way out is through the story the internet wants to see.

There is no combat. There are no monsters. The threat is clout itself—the insatiable need to be seen, to perform, to survive the feed. One scene at a time, the Director (GM) guides players through emotionally charged social challenges, where each choice affects reputation, group dynamic, and narrative control. Confessional interviews allow players to bend the truth, rewrite relationships, or frame others for the fallout to come. But every action is tracked by the Fame Engine: a story-first mechanic that turns attention into power and exposure into a weapon.

Designed for 3–5 players and one Director, Content Kills plays like a prestige streaming series with teeth. It’s equal parts Black Mirror, The Circle, and Bodies Bodies Bodies, blending stylized tension with gut-punch revelations. Inside the game’s toolkit, you’ll find scene-by-scene narration, sabotage mechanics, follower collapse trackers, algorithmic threats, and ending sequences that force players to choose: who gets the sponsorship, and who gets erased?

This is the Sketchbook Edition: the full script, mechanics, and narrative tools are all here, ready for bold players who want story-driven chaos and theatrical gameplay. This version is lightly formatted for access and clarity—raw, stylish, and designed to provoke feedback and interpretation. The deluxe final edition will follow, but this is the game as it lives now: streaming, glitching, waiting to be played.

Because in this house, there’s only one rule: stay interesting—or disappear.

Content Kills is a cinematic horror TTRPG about influence, betrayal, and the terrifying pressure of staying relevant. Set in a pristine content house somewhere outside of time—and deep inside the algorithm—players take on the roles of five influencers who wake up in a villa wired for confessionals, sabotage, and collapse. Their follower counts are live. Their mistakes are trending. And the only way out is through the story the internet wants to see.

There is no combat. There are no monsters. The threat is clout itself—the insatiable need to be seen, to perform, to survive the feed. One scene at a time, the Director (GM) guides players through emotionally charged social challenges, where each choice affects reputation, group dynamic, and narrative control. Confessional interviews allow players to bend the truth, rewrite relationships, or frame others for the fallout to come. But every action is tracked by the Fame Engine: a story-first mechanic that turns attention into power and exposure into a weapon.

Designed for 3–5 players and one Director, Content Kills plays like a prestige streaming series with teeth. It’s equal parts Black Mirror, The Circle, and Bodies Bodies Bodies, blending stylized tension with gut-punch revelations. Inside the game’s toolkit, you’ll find scene-by-scene narration, sabotage mechanics, follower collapse trackers, algorithmic threats, and ending sequences that force players to choose: who gets the sponsorship, and who gets erased?

This is the Sketchbook Edition: the full script, mechanics, and narrative tools are all here, ready for bold players who want story-driven chaos and theatrical gameplay. This version is lightly formatted for access and clarity—raw, stylish, and designed to provoke feedback and interpretation. The deluxe final edition will follow, but this is the game as it lives now: streaming, glitching, waiting to be played.

Because in this house, there’s only one rule: stay interesting—or disappear.

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