Comrades: A Revolutionary RPG
A fast-paced roleplaying game about life, death, and the sacrifices we make to change the world.
"Playing Comrades was a good reminder of what really matters…. If you too dream of a day when there are no more billionaires, then playing this game can help you keep your eyes on the prize." —Gita Jackson
Comrades is a tabletop RPG about life in the revolutionary underground. Based on the Apocalypse World engine, it pits players against a corrupt government, forcing them to fight from the shadows to free the people from their chains.
Playing as characters like the Soldier, the Student, the Propagandist, and the Worker, your comrades will mount rallies, stage coups, evade the secret police, and fight fascist goons. A campaign of Comrades can take place in any setting the players dream up—modern or historical, real or imagined—giving them a chance to create a revolution all their own. Comrades uses simple rules to tell complex stories full of hope, deceit, danger, and betrayal. Taught quickly and run easily, even by novice GMs, Comrades is as fast and dirty as revolution itself.
This 162 page rulebook includes:
Ten playbooks embodying different revolutionary archetypes, including the Demagogue, the Mystic, the Artist, and the Brute
A guide to the game’s core rules, which keep the action hurtling along at a breakneck pace
Instructions for teaching the game and running the first session
A guide to GMing Comrades and making your revolution come alive with minimal between-session prep
A complete campaign setting, "Khresht: 1915," that will allow you to start playing immediately
Countless examples of play
Your revolution is at hand. It’s time to join the party.
A Note About Content: Like most RPGs, Comrades deals with violence, murder, and mayhem. However, because a campaign of Comrades takes place in a world not far from our own, the rulebook advises players to treat deadly encounters with the seriousness and respect that they deserve. This game does not advocate for political violence, and is instead designed to help players explore the limitations of the use of force for political ends. The GM is told to, "be unsparing about the ugliness and pain that comes with your party’s march to power," and reminded that, "murder may be effective, but that doesn’t make it right."