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You’re in the desert: blasted earth and thin brush, mountains in the far distance. The soulless moon gives faint light. There are other people here, naked like you, dirt-stained, silently watching. Behind you in the pit another body lurches upright, another one returning. Who buried you for dead here, in this wilderness? How did you get here? Why can’t you remember? Why can’t you remember anything?
‘Alas Vegas’ is a game about sin, memory, gambling and redemption, with a heavy dose of allegory and a coating of classic 1960s heist-movie style. Think of it as Franz Kafka’s Fear and Loathing, or Ocean’s Eleven directed by David Lynch, or The Hangover meets The Prisoner. It is a journey with a structure, a single destination and a suggested route-map, but the details are left up to the Dealer and players to choose along the way.
The book opens with the narrative-creation rules system that you will need to play ‘Alas Vegas’. It’s called the Fugue system, and it can also be used to play other game-sets, three of which are also in this book: ‘Yet Already’ by Gareth Hanrahan; ‘Warlock Kings’ by Johnstone Metzger and ‘Remembering Cosmic Man’ by Laurent Devernay and Jerome Larre.
The book also contains additional material that you can use with ‘Alas Vegas’, and ‘Killing Bugsy Siegel’, a standalone story-game set in Las Vegas but using its own system of rules, created by Ken Hite.