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* EmergencyTaxi: An anywhere-anytime taxi is one of the Madness Powers a character can develop. There's just always a cabbie nearby who will take you anywhere, getting you out of harm's way — for a bizarre, arbitrary, and more often than not abstract fare.

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* EmergencyTaxi: An anywhere-anytime taxi is one of the Madness Powers a character can develop. There's just always a cabbie nearby who will take you anywhere, getting you out of harm's way — for a bizarre, arbitrary, and more often than not abstract fare. Lose your mind, and you end up driving one of these taxis forever.

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The Sleepless is about characters who physically can't or don't need to sleep. The character in this game can't risk falling asleep, which is different from that trope.


* PowerBornOfMadness: Madness Talents come from this.

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* PowerBornOfMadness: Madness Talents come from this. You can only find the door to the Mad City by not sleeping for a ''long'' time.



* TheSleepless: The player characters, by definition. You can only find the door to the Mad City by not sleeping for a ''long'' time.
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* LivingOnBorrowedTime: If your last Discipline die turns into Permanent Madness, an optional rule in ''Don't Lose Your Mind'' lets you keep playing. You're doomed, but you might be able to make something right before you're gone. If Madness ever dominates on any of your rolls or you crash from Exhaustion, though, that's it. And every roll you make while you're on borrowed time adds 1 to the Pain rating of the Nightmare you will inevitably become.
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Up To Eleven is a defunct trope


As of yet one supplement to the game exists: ''Don't Lose Your Mind'', which describes in more depth how to use Madness powers and a great deal of examples to use. It also has some suggestions and alternate rules to crank it UpToEleven. There is also a tie-in fiction anthology, ''Don't Read This Book''.

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As of yet one supplement to the game exists: ''Don't Lose Your Mind'', which describes in more depth how to use Madness powers and a great deal of examples to use. It also has some suggestions and alternate rules to crank it UpToEleven.up to eleven. There is also a tie-in fiction anthology, ''Don't Read This Book''.
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correcting broken link to author site


''[[http://www.evilhat.com/home/dryh/ Don't Rest Your Head]]'' is an UrbanFantasy and Horror TabletopRPG created by Fred Hicks and produced by Evil Hat Productions.

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''[[http://www.evilhat.com/home/dryh/ ''[[https://evilhat.com/product/don-t-rest-your-head/ Don't Rest Your Head]]'' is an UrbanFantasy and Horror TabletopRPG created by Fred Hicks and produced by Evil Hat Productions.

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* ThirteenIsUnlucky: Every 12 hours, there is a 13th hour. Where you cannot escape from Mad City. And every Nightmare is out for hunting. Good luck.

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* ThirteenIsUnlucky: ThirteenIsUnlucky:
**
Every 12 hours, there is a 13th hour. Where you cannot escape from Mad City. And every Nightmare is out for hunting. Good luck.
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* AndIMustScream: Lose your mind with the Goblins power, and the goblins come up when you're at your most vulnerable and hollow you out, running your body like a MobileSuitPerson. Except, they leave the brain fully intact - it's just not in charge anymore. You better believe they won't let you scream.

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* AndIMustScream: Lose your mind with the Goblins power, and the goblins come up when you're at your most vulnerable and hollow you out, running your body like a MobileSuitPerson.MobileSuitHuman. Except, they leave the brain fully intact - it's just not in charge anymore. You better believe they won't let you scream.



* ThirteenIsUnlucky: Every 12 hours, there is a 13th hour. Where you cannot escape from Mad City. And every Nightmare is out for hunting. Good luck. ''Two'' [[VideoGame/Persona3 Dark Hours]] a day? OhCrap
** There is also District 13.

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* ThirteenIsUnlucky: Every 12 hours, there is a 13th hour. Where you cannot escape from Mad City. And every Nightmare is out for hunting. Good luck. ''Two'' [[VideoGame/Persona3 Dark Hours]] a day? OhCrap
luck.
** There is also District 13. This is where the local police station sits... and the entire district is under the control of Officer Tock.

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* AndIMustScream: Lose your mind with the Goblins power, and the goblins come up when you're at your most vulnerable and hollow you out, running your body like a MobileSuitPerson. Except, they leave the brain fully intact - it's just not in charge anymore. You better believe they won't let you scream.



* HearingVoices: The Ears talent from ''Don't Lose Your Mind'' has you being advised by a group of often creepy voices which only you can hear.

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* HearingVoices: The Ears talent from ''Don't Lose Your Mind'' has you being advised by a group of often creepy voices which only you can hear. Lose control over it and the voices drown out your own thoughts - your head erupts into a mass of mouths, all of them constantly ''talking'' and ''talking'', turning you into a Nightmare known as a Talking Head.


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* OrganAutonomy: Lose control of the Innards power and your stomach decides it doesn't need the rest of the meat and bones, crawling out of you and becoming the Nightmare known as Mister Greedyguts.


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* TurnedAgainstTheirMasters: If a Madness Talent involves summoning or controlling something, nine times out of ten, succumbing to Permanent Madness flips who's the "master" and who's the "servant" in that equation - assuming it doesn't just kill you outright and take your place...
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* RealityBreakingParadox: The Pinheads report what they find to the Tacks Man, making damn sure to only tell him the truth (and if the truth isn't what he wants to hear, they'll do whatever they have to in order to ''make'' it what he wants to hear), while the Paper Boys print stories that come true in their paper. Nobody is sure what would happen if the Paper Boys printed a story that contradicted what the Pinheads told the Tacks Man, but most people believe it would be rather spectacular and have one ''hell'' of a body count.


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* YesMan: The Pinheads are explicitly described as the yes-men of the Tacks Man. When they tell him the word on the street, they always tell him what he wants to hear. He's ''very'' good at catching lies, though, so before they tell him anything, they make sure the situation matches ''what'' he wants to hear.
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As of yet one supplement to the game exists: ''Don't Lose Your Mind'', which describes in more depth how to use Madness powers and a great deal of examples to use. It also has some suggestions and alternate rules to crank it UpToEleven.

to:

As of yet one supplement to the game exists: ''Don't Lose Your Mind'', which describes in more depth how to use Madness powers and a great deal of examples to use. It also has some suggestions and alternate rules to crank it UpToEleven.
UpToEleven. There is also a tie-in fiction anthology, ''Don't Read This Book''.
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None


* BoardingSchoolOfHorrors: Mother When runs one of these. It's also the ''only'' school in the Mad City.

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* BoardingSchoolOfHorrors: Mother When runs one of these. It's also the ''only'' school in the Mad City. Girls who graduate become Mother When's handmaidens, the Ladies in Hating. Boys... don't graduate. And are never seen again.



%%* TheBlank: The Smothered Folk.

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%%* * TheBlank: The Smothered Folk.Folk have their entire bodies, head to toe, covered in wax, with no facial features to be seen. The same goes for the Wax Knights, with the exception that they still have eye sockets, with lit candles in each socket.



* EmptyShell: The human civilians of the Mad City. If one of them is an accountant, then he is an accountant all the time, and nothing else.

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* EmptyShell: The human civilians of the Mad City. If one of them is an accountant, then he is an accountant all the time, and nothing else. The book specifically notes that this does ''not'' mean you can't establish relationships with them; it's just that they have no concept of "off-time" unless it's built into their persona.



* TheSleepless: The player characters, by definition.
* SociopathicHero: The player characters can swing this way.

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* TheSleepless: The player characters, by definition.
*
definition. You can only find the door to the Mad City by not sleeping for a ''long'' time.
%%*
SociopathicHero: The player characters can swing this way.



* WasOnceAMan: Many Nightmares and denizens of the city.

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* WasOnceAMan: Many Nightmares and denizens of the city. More to the point, the "regular" denizens are people who fell into the city by some odd chance and were gradually reduced to their key points; the Nightmares, for the most part, are Awake who lost all control of themselves and were overwhelmed by their madness.
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* YouCannotKillAnIdea: Oh you definitely can, when you are using the [[KnifeNut Knife]] Madness Talent, as the knife can kill ''anything''. There's a ritualistic quality to the deed, dubbed '''memeticide''', but once it's done (for example, slashing Fidel Castro's throat to kill Communism in Cuba), the idea stops being credible, loses all political momentum, and will become a joke of an idea that will never be taken seriously anymore. That being said, the knife can also [[BadPowersGoodPeople cut off flaws, sever unhealthy relationships, and kill personal demons.]]

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* YouCannotKillAnIdea: Oh you definitely can, when you are using the [[KnifeNut Knife]] Knife Madness Talent, as the knife can kill ''anything''. There's a ritualistic quality to the deed, dubbed '''memeticide''', but once it's done (for example, slashing Fidel Castro's throat to kill Communism in Cuba), the idea stops being credible, loses all political momentum, and will become a joke of an idea that will never be taken seriously anymore. That being said, the knife can also [[BadPowersGoodPeople cut off flaws, sever unhealthy relationships, and kill personal demons.]]
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* VoodooDoll: The Teddy sample power from ''Don't Lose Your Mind'' is a variation on this. If the user damages the teddy bear, the ''environment'' takes a proportional effect. Shake it, and a small earthquake happens; set it on fire, and an city block explodes.

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* VoodooDoll: The Teddy sample power from ''Don't Lose Your Mind'' is a variation on this. If the user damages the teddy bear, the ''environment'' takes a proportional effect. Shake it, and a small earthquake happens; set it on fire, and an a city block explodes.
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Disambiguating; deleting and renaming wicks as appropriate. Moved to discussion


* TyrannosaurusRex: The Dino power from ''Don't Lose Your Mind'' can summon it, and -- should the summoned ''T. rex'' eat you -- become it. The latter effect is thankfully temporary - unless, of course, you go completely insane and your powers [[{{Pun}} literally consume you]].
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** Anything the Paper Boys publish in their paper comes true. This is a very bad thing if they decide to publish a story about your death (the Pain rating for avoiding it is only two points down from Mother When). However, if the story is prevented from circulating, it has no effect. The Wax King spends most of his time shutting down branches of the Paper Boys that are trying to kill him this way.
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* BazaarOfTheBizarre: Welcome to the Bizarre Bazaar, where dreams and memories, as well as other oddities can be exchanged for goods and services! Strangely, while those at the Bazaar tend to be at truce, the gathering is illegal. It only occurs at 13 o'clock, when the Mad City is at its most deadly, and can be consider "safer" place at time.

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* BazaarOfTheBizarre: Welcome to the Bizarre Bazaar, where dreams and memories, as well as other oddities can be exchanged for goods and services! Strangely, while those at the Bazaar tend to be at truce, the gathering is illegal. It only occurs at 13 o'clock, when the Mad City is at its most deadly, and can be consider considered one of the "safer" place places to be at the time.



** Madness: as a player goes insane, its Discipline gets converted into Permanent Madness, which ''don't'' count for the "6 Madness dice" limit. Since the amount of Madness required is proportional to the effect you want, Peranent Madness can push your talent to great heights.

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** Madness: as a player goes insane, its Discipline gets converted into Permanent Madness, which ''don't'' count for the "6 Madness dice" limit. Since the amount of Madness required is proportional to the effect you want, Peranent Permanent Madness can push your talent to great heights.



* TheDreaded: ''Don't Lose Your Mind'' notes that if you've recovered from Permanent Madness, many Nightmares will be terrified by you. It means you have seen abyss and come back whole, which is exactly what they failed and why they become Nightmares.

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* TheDreaded: ''Don't Lose Your Mind'' notes that if you've recovered from Permanent Madness, many Nightmares will be terrified by you. It means you have seen the abyss and come back whole, which is exactly what they failed and why they become Nightmares.



* HearingVoices: The Ears talent from Don't Lose Your Mind has you being advised by a group of often creepy voices which only you can hear.

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* HearingVoices: The Ears talent from Don't ''Don't Lose Your Mind Mind'' has you being advised by a group of often creepy voices which only you can hear.



* HumanoidAbomination: Almost all the nightmares are human-like, except for some characteristics that makes the impression that they all came from a surrealistic painting.

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* HumanoidAbomination: Almost all the nightmares Nightmares are human-like, except for some characteristics that makes give the impression that they all came from a surrealistic painting.



* IntangibleTheft: The Tacks Man attacks his victims stealing intagible concepts from them, like their names or their heart beats, then later adding those "stolen goods" to his private collection.
* InverseNinjaLaw: Another sample Madness Talent described in ''Don't Lose Your Mind'' plays with this. You can summon a legion of ninjas to do your bidding, but being a ''legion'' of ninjas, they are all MadeOfPlasticine -- their usefulness is mainly in their ability to ZergRush anything. Playing the trope a bit straighter, you can instead summon a single, highly competent ninja specializing in anything from explosives to [[WhatKindOfLamePowerIsHeartAnyway dancing.]]
* KillerGameMaster: Encouraged or even ''required'', as every Despair coin the GM uses to fuck you over will turn into Hope coin, which can be used to turn things into the players' favor, most vital of which is [[HealingPotion regaining Discipline.]]

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* IntangibleTheft: The Tacks Man attacks his victims stealing intagible and steals intangible concepts from them, like their names or their heart beats, heartbeats, then later adding adds those "stolen goods" to his private collection.
* InverseNinjaLaw: Another sample Madness Talent described in ''Don't Lose Your Mind'' plays with this. You can summon a legion of ninjas to do your bidding, but being a ''legion'' of ninjas, they are all MadeOfPlasticine -- their usefulness is mainly in their ability to ZergRush anything. Playing the trope a bit straighter, you can instead summon a single, highly competent ninja specializing in anything from explosives to [[WhatKindOfLamePowerIsHeartAnyway dancing.]]
dancing]].
* KillerGameMaster: Encouraged or even ''required'', as every Despair coin the GM uses to fuck you over will turn into Hope coin, which can be used to turn things into the players' favor, most vital of which is [[HealingPotion regaining Discipline.]]Discipline]].



* NobleDemon: The Wax King may be trying to drown the city in wax, but he is very nice compared to the other faction leaders. This is to the point that there's some debate over whether he's actually a Nightmare at all -- some suggest his similarities to a Nightmare are superficial and he's actually one of the Awake. Certainly a remarkably old and powerful example, and a bit changed by his time in the Mad City, but certainly not a Nightmare.
* NonHumanHead: Some nightmares, such as Officer Tock and the Tacks Man, have this characteristic.

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* NobleDemon: The Wax King may be trying to drown the city in wax, but he is very nice compared to the other faction leaders. This is to the point that there's some debate over whether he's actually a Nightmare at all -- some suggest his similarities to a Nightmare are superficial and he's actually one of the Awake. Certainly a A remarkably old and powerful example, and a bit changed by his time in the Mad City, but certainly not a Nightmare.
* NonHumanHead: Some nightmares, Nightmares, such as Officer Tock and the Tacks Man, have this characteristic.



* SurrealHorror: The whole setting, from the nature of the Mad City and the Nightmares and even to the own powers of the protagonists.
* ThirteenIsUnlucky: Every 12 hours, there is a 13th hour. Where you cannot escape from Mad City. And every Nightmare is out for hunting. Good luck. ''Two'' [[VideoGame/Persona3 Dark Hours]] a day? OhCrap.

to:

* SurrealHorror: The whole setting, from the nature of the Mad City and the Nightmares and even to the own powers of the protagonists.
protagonists themselves.
* ThirteenIsUnlucky: Every 12 hours, there is a 13th hour. Where you cannot escape from Mad City. And every Nightmare is out for hunting. Good luck. ''Two'' [[VideoGame/Persona3 Dark Hours]] a day? OhCrap.OhCrap



* TyrannosaurusRex: The Dino power from ''Don't Lose Your Mind'' can summon it, and -- should the summoned ''T. rex'' eat you -- become it. The latter effect is thankfully temporary - unless, of course, you go completely insane and your powers [[{{Pun}}literally consume you]].

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* TyrannosaurusRex: The Dino power from ''Don't Lose Your Mind'' can summon it, and -- should the summoned ''T. rex'' eat you -- become it. The latter effect is thankfully temporary - unless, of course, you go completely insane and your powers [[{{Pun}}literally [[{{Pun}} literally consume you]].
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None

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* EmergencyTaxi: An anywhere-anytime taxi is one of the Madness Powers a character can develop. There's just always a cabbie nearby who will take you anywhere, getting you out of harm's way — for a bizarre, arbitrary, and more often than not abstract fare.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ZergRush: The higher-end application of the [[InstantAwesomeJustAddNinjas Ninja]] power. They're laughably weak [[ConservationOfNinjutsu individually]], but there's strength in numbers, and the sourcebook itself puts it best: 'Call forth so many ninja that even Franchise/{{Zatoichi}} would have trouble.'
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*KillerGameMaster: Encouraged or even ''required'', as every Despair coin the GM uses to fuck you over will turn into Hope coin, which can be used to turn things into the players' favor, most vital of which is [[HealingPotion regaining Discipline.]]
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** Fill up your Madness quota, and *whoosh* -- Nightmare. They are invariably extremely bizarre fusions of Victorian citizenry and the art of Salvador Dali. It doesn't help that they're suffering as much as everyone else.

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** Fill up your Madness quota, and *whoosh* -- you're a Nightmare. They are invariably extremely bizarre fusions of Victorian citizenry and the art of Salvador Dali. It doesn't help that they're suffering as much as everyone else.
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The game mechanics use a dice pool system that incorporates three different colored dice for the protagonists to represent their three stats: Discipline, Madness and Exhaustion. The GameMaster uses only a single color of dice for the only stat of all Nightmares and obstacles: Pain. Any dice rolled three or under counts as a success, which are added up, but whichever color comes up highest dominates. The two effects are separate and have separate effects, almost always bad. This leads to Protagonists slowly wearing themselves down to the point of death, collapse (a FateWorseThanDeath), or becoming a Nightmare (a fate even worse) even as they become more powerful.

to:

The game mechanics use a dice pool system that incorporates three different colored dice for the protagonists to represent their three stats: Discipline, Madness and Exhaustion. The GameMaster uses only a single color of dice for the only stat of all Nightmares and obstacles: Pain. Any dice rolled three or under counts as a success, which are added up, but whichever color comes up highest dominates.dominates the scene, creating separate effects (which are almost always bad) depending on which color is dominant. The two effects are separate and have separate effects, almost always bad. This leads to Protagonists slowly wearing themselves down to the point of death, collapse (a FateWorseThanDeath), or becoming a Nightmare (a fate even worse) even as they become more powerful.
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None

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* NonHumanHead: Some nightmares, such as Officer Tock and the Tacks Man, have this characteristic.
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* GoneHorriblyRight: The dice rolling system can result in this sometimes. For instance, if the player's dice pools gets the highest amount of successes (getting 1-3 in a D6 dice), but the GM Pain dice pool gets the highest numbers overall, it means that the player's character is able to do what he intended, but it will not be efficient as he thought or it will have some bad and unexpected consequences.

to:

* GoneHorriblyRight: The dice rolling system can result in this sometimes. For instance, if the player's dice pools gets the highest amount of successes (getting 1-3 in a D6 dice), but the GM Pain GM's dice pool (the Pain pool) gets the highest numbers overall, it means that the player's character is able to do what he intended, but it will not be efficient as he thought or it will have some bad and unexpected consequences.
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None


* GoneHorribleRight: The dice rolling system can result in this sometimes. For instance, if the player's dice pools gets the highest amount of successes (getting 1-3 in a D6 dice), but the GM Pain dice pool gets the highest numbers overall, it means that the player's character is able to do what he intended, but it will not be efficient as he thought or it will have some bad and unexpected consequences.

to:

* GoneHorribleRight: GoneHorriblyRight: The dice rolling system can result in this sometimes. For instance, if the player's dice pools gets the highest amount of successes (getting 1-3 in a D6 dice), but the GM Pain dice pool gets the highest numbers overall, it means that the player's character is able to do what he intended, but it will not be efficient as he thought or it will have some bad and unexpected consequences.
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None

Added DiffLines:

* GoneHorribleRight: The dice rolling system can result in this sometimes. For instance, if the player's dice pools gets the highest amount of successes (getting 1-3 in a D6 dice), but the GM Pain dice pool gets the highest numbers overall, it means that the player's character is able to do what he intended, but it will not be efficient as he thought or it will have some bad and unexpected consequences.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* YouCannotKillAnIdea: Oh you definitely can, when you are using the [[KnifeNut Knife]] Madness Talent, as the knife can kill ''anything''. There's a ritualistic quality to the deed, dubbed '''memeticide''', but once it's done (for example, slashing Fidel Castro's throat to kill Communism in Cuba), the idea stops being credible, loses all political momentum, and will become a joke of an idea that will never be taken seriously anymore. That being said, the knife can also [[BadPowersGoodPeople cut off flaws, sever unhealthy relationships, and kill personal demons.]]
Is there an issue? Send a MessageReason:
typo fixed


* VodooDoll: The Teddy sample power from ''Don't Lose Your Mind'' is a variation on this. If the user damages the teddy bear, the ''environment'' takes a proportional effect. Shake it, and a small earthquake happens; set it on fire, and an city block explodes.

to:

* VodooDoll: VoodooDoll: The Teddy sample power from ''Don't Lose Your Mind'' is a variation on this. If the user damages the teddy bear, the ''environment'' takes a proportional effect. Shake it, and a small earthquake happens; set it on fire, and an city block explodes.

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