6 Trials

Part 1

Holly’s bed was small, rickety, and at least a hundred years old. It had belonged to her grandfather, after it had been given to him by his grandfather, along with the tiny cabin. It had been the only piece of furnature in the cabin for years. Holly’s great great grandfather had been the chronically outdoors type, unwilling to do anything inside that could be done just as well outside. He cooked his food, mended his clothes, polished his rifle and sharpened his tools all outdoors. He only slept inside, and even then only when it was too cold, wet, or dangerous to sleep outside.

Holly’s grandfather was nowhere near as outdoorsy, so he had improved the cabin with some modern renovations. A sink, a fireplace, a few cupboards and shelves. It was nice and cosy, the perfect place to get away from it all.

Part 2

At last, Holly couldn’t take it any longer. She collapsed to the ground, rolling onto her back. The world danced around her in a flurry of sights and sounds. She turned away, clutching at her head, struggling to breathe steadily. She could feel herself vibrating as she spat up the contents of her heaving stomach.

Finally, the world began to slow its dance, the music and sweet savory fading into memory. Holly rolled onto her back once more, at once grateful and at the same time struggling to hold on to a bit of the strange and horrifying world she had seen. Strings of atoms wound around each other, webs of cause and effect causing vibrations, waves that carried flotsam and jetsam to far and distant shores.

The Game Moves

Six Trials of the Weavers, along with 1888 Amenti, was an experiment to see what short-stories could be created through solo journalling RPGs. The following is the behind-the-scenes dice-rolls and card-pulls that created the short-story.