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Daily Dread (Il Male Quotidiano) is a pre-apocalyptic cyber-dystopian tabletop role-playing. You will play as a Broken Wing, a citizen of a dystopian future, trying to survive the Reforms that the Authority of Freedom puts in motion to reach an utopic autarchy. 

THE SETTING
Italy, about a hundred years into the future.
The Italian people live under the so-called Authority of Freedom, a propaganda name for a regime run by the Milites Liberta. The regime has closed all state borders for decades and nothing can come across them, thanks to an extreme control of the mass media and the web. 

Citizens are forced every day to defend themselves or bow to the actions of the Authority, which prefer to creep into their lives every day with small acts of aggression instead of using vulgar displays of violence.

Psychology, or rather a deconstructed version of Rorschach's theories, is the basis of social control. The few Rebel groups act regardless of the consequences, making agreements with the criminal and mafia cartels, which have not yet been purged. 

Meanwhile, the Authority has implemented a Reform program to achieve self-sufficiency, turning several citizens into Executors.

In all of this, you will play one of the Broken Wings: ordinary citizens who do not bow to the regime, but find the actions of the Rebels morally questionable. 

You will have to find a way to survive: will you sacrifice everything and hide in the folds of the Regime, or will you suffer trying to stop it?

THE GAME
The Broken Wings are defined through three Behaviours (Empathic, Imperious and Eversive) and a series of Drives, phrases defined by the players and divided between Needs, Obsessions and Purposes.

Each trait in the game is defined by a series of white, red or black blinkers (circles). The colors of the blinker (inspired by the Rorschach’s Machine invented by the Authority) have a narrative meaning, which can be used during the game to survive the Reforms and other Perils.

When a citizen wants to resist, they will describe their action and put in an opaque bag a number of colored tokens equal to his own drive. The Operator, a sort of "master" of the game, will insert tokens equal to the drive of the Peril or the enemy.

The citizen will choose a color, then the Operator will extract three tokens. Depending on the extraction and the behavior used, citizens and Operators will describe the outcome of the action.

REWARDS

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