Letters From The Liberty Motel
Letters From The Liberty Motel
Overview
Your game begins with Putting On Your Face. Then, play
a series of days roaming the many rooms of the motel
and cataloging your discoveries. Some rooms progress
Tire, a measurement of your energy expelled each day,
which once accumulated leads to Overnight. Once you
have experienced all of the Overnight events, your
game ends.
Putting On Your Face
Answer the following in order:
• What do you go by?
◊ Is this your real name?
• What are you avoiding by staying here?
• Who do you miss most from your previous life?
• What secret are you keeping that would cost you
this job?
• What visits you in your dreams each night?
• What trinket did you bring with you from a past
life?
◊ Add it to your inventory.
• What about the motel gives you cause for concern?
• Why do you bite your tongue?
• What is your greatest fear?
Letter Writing
Some rooms ask you to write letters from
various perspectives including those of your
myriad guests and your own character. You
are encouraged to write these out and engage
with the fiction as deeply as you’d like.
Post your letters on the game’s webpage at
worldchampgameco.itch.io/letters to expand the
legend of the Liberty Motel.
However, if journaling/letter-writing are not
aspects of play you enjoy, skip this step and
simply imagine these writings instead.
Items
Over the course of your explorations, you
collect and use items to help with your
duties. Using a relevant item from your
inventory (keys on character sheet, max 3)
when addressing the concerns of a given room
grants a +1 on your dice roll. Each item
is single-use and immediately removed from
inventory upon use.
Days
Play is presented as a loop of dice rolls and
choices each day:
• Roll d66 to generate a room number to visit
◊ to roll d66, roll 2d6. Use the leftmost
result as the tens-digit and rightmost result
as the singles digit to make a two-digit
number between 11-66.
◊ If the room you’re visiting is the neighbor
to a room you already visited this day,
consider this when answering the prompt,
expect that the two likely crossed paths in
the last day and how that may skew the answers
to prompted questions.
◊ If you get the same room number twice on the
same day, go immediately to Overnight.
• Visit the room and roll d10 to see what’s inside
◊ If you get the same result more than once in
the same day, choose to use the next highest
unused result or use the repeated result with
-1 to your associated dice rolls per # times
you’ve visited this room today.
◊ Certain rooms ask you to describe guests
and conditions. Questions and prompts guide
this process but they are ultimately your
creations. Keep them loose & weird, use their
letters to explore their personalities and
worlds more intimately.
◊ Consider the setting you’ve built and
continue to build upon threads you create.
Answer questions and consider their
implications. Roll 2d6 to resolve the events
in your current room. Add +1 to your result
for each question you answer “yes” to. Adjust
Tire & Inventory according to the results.
• When you reach 3 Tire, go to Overnight.
• Begin a new Day and repeat this process until
you’ve used all six of the Overnight options.
1. Rites of the Faithful
Smoke and fog fill the room from unknown sources,
obfuscating the still-lit candles and ancient tomes
left on every surface possible. A gorgeous velvet
cloak hangs in the closet almost beckoning you to
put it on. This mess will be easy enough to clean
should you choose to disrupt the sacred scene.
Roll with the questions:
• Do you believe in a greater power?
• Have you prayed today?
On 10+, the light shines upon you, a truth you’ve
been waiting to be told your entire life. You hear
the melody of infinite choirs resonate within your
skull. Write a letter from your character to the
faithful thanking them for the beautiful experience.
On 7-9, folded into the pages of a bedside book
rests a letter scribed by one of the faithful to an
outsider, undoubtedly abandoned on purpose rather
than mailed. Detail the letter asking for a way out.
On 6-, the devout have left a note for the
housekeepers on their pillow. Write the damning
curse that awaits any who would dare disturb the
setting of their rituals.
Regardless of the result, mark one Tire.
4. Still Occupied
Despite being past checkout, you hear voices inside
bickering loudly. The safety latch catches keeping you
out but offers a brief glimpse before the guest blocks
your vision with their body and asks you to come back
later. Roll with questions:
• Is this someone you’ve met before?
• Are you willing to risk your safety for your work?
On 10+, the tenant quickly calms down and understands
your obligation. In exchange for discretion, they give
you a strange powerful gift, add it to your inventory.
On 7-9, the people inside begrudgingly leave in a hurry
lest they get caught doing whatever it was they were
trying to hide. They left behind something valuable,
add it to your inventory.
On 6-, they refuse to budge and insist they’re meant to
be here and you’re in the wrong. They begin throwing
trash and food scraps at you until you close the door
and walk away. Add a piece of trash to your inventory.
Regardless of the result, mark one Tire.
5. Surprisingly Stark
This room was rented last night, but the made bed
and pristine sink would say otherwise. The trash bin
is empty, the shower basin bone dry. On the bedside
table sits a wax-sealed envelope, the only evidence
of occupation since your last cleaning. Roll with
questions:
• Are you alone right now?
• Are you sure this room was occupied?
On 10+, the wax softens under your warm touch as if
this message was meant for you. Describe the letter
that gives you a renewed sense of purpose and humanity.
On 7-9, you break the seal out of curiosity to expose a
letter clearly not meant for you–a passionate plea for
reconciliation for a profound wrongdoing. Describe the
letter that gives you an intense feeling of regret and
loneliness.
On 6-, the seal is stubborn, causing you to tear the
paper upon opening. You can piece together the scraps
but something seems to be missing. Describe the cryptic
writings within. They don’t seem to make sense right
now but they will prove important in your future.
8. Deja Vu
The facade of the motel fades away as you stumble
onto a familiar scene, a moment you’ve experienced
once before that echoes in your mind despite your
attempts to silence it with distraction.
Choose one of the following memories:
• The last time you • A quiet moment to collect
saw them your fractured mind
• A social • A historic moment before
embarrassment you your birth
hold onto • A day on the job more
• The worst pain significant than you knew
you’ve ever felt
Write a letter to give to someone in that memory
that might make things better for you, them, the
world, or whoever. Add to your inventory an item
that they give you in exchange.
9. An Empty Room
Thankfully, a moment of respite appears when the room
is untouched from the night prior. You sit on the
corner of the bed, take a deep breath, and collect your
thoughts. Take the opportunity to write a message from
your character to the outside world: someone from your
past or present that you want to reach out to. Once
you’ve managed to find or make some degree of solace,
carry on with work as normal, maybe a little lighter on
your feet than before.
10. Reflection
Beyond the door you are tending to the room. Not
this you looking on, but a version of you distinctly
different in inexplicable ways. You feel the urge to
step in and approach them, though unsure what you might
do when you come face to face. Roll with questions:
• Are you afraid right now?
• Do you have something you need to ask this other
version of you?
On 10+, your reflection keeps their back to you as if
hiding something on the other side. You hear your own
voice come from their mouth to acknowledge you and pass
along a grave warning: death lies ahead for you in this
place. They point you to the wardrobe where they’ve
left a sigil that may help you stave it off another
day. Draw it all over your character sheet.
On 7-9, the other you seems just as perplexed as you
are. They mirror your movements and expressions, unsure
of who should address the other first. They finally
break the silence by asking what sort of demon you must
be to take this form and meddle with them. How do you
tell which one of these is actually you?
On 6-, the figure turns to reveal a face far more
frightening than your own with gaping maw and dripping
spit. How do you escape their lunging attack?
Regardless of the result, mark one Tire.
Overnight.
Your energy is drained as you stumble into a vacant room for
a deserved night’s rest. The unreality of the day weighs
heavy on you as you attempt to recover and prepare for another
day of work. Choose one of the following options, you cannot
revisit options you’ve already used. When you would mark the
final option, your work and story are ending. Incorporate this
last option into a final letter: your resignation. The game is
over, get another at worldchamp.io.
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www.worldchamp.io