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Alice Is Missing vs We Are But Worms

Compare Alice Is Missing and We Are But Worms side by side. See differences in complexity, dice, genre, and more.

Alice Is MissingWe Are But Worms
GenreModernUniversal
TagsGM-Less, Diceless, Mystery, One-Shot Friendly, Experimental, Drama, InvestigationRules-Light, One-Shot Friendly, GM-Less, Freeform Magic, Experimental
Core MechanicNo dice, no GM. One player facilitates setup, then all communication happens via text messages on players' phones for 90 minutes. A timed playlist sets pacing: when the timer hits the number on the back of a face-down Clue Card, that player flips it and follows the prompt, drawing a Suspect or Location Card and weaving the new information into the group text conversation. Characters exchange messages in a group chat and in private, building the story of what happened to Alice Briarwood. The 10-minute card determines the ending.The entire game is one word. No dice, no stats, no GM. Playable as a tabletop RPG or LARP. Explores physical embodiment and perspective through the act of play itself.
DiceDicelessDiceless
ComplexityVery LowVery Low
AvailabilityPaidPaid
Runnability3 of 5 book toolsBook tools not listed
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherHunters Entertainment / Renegade Game StudiosRiverhouse Games
Year20202019
LanguagesEnglish, FrenchEnglish
Best ForGroups looking for a unique, emotionally intense one-shot experience played in complete silence through real text messages on their phones.Anyone curious about the absolute boundary of what an RPG can be: a single-word game about embodiment, physicality, and being a worm.
HighlightsPlayed entirely in silence through real phone text messages: no speaking after the game begins, timed playlist structures 90 minutes of play with Clue Cards triggered at specific intervals, voicemails recorded during setup are played at the end as a group debrief, won three Gold ENnie Awards in 2021 including Product of the YearEntire game is a single word, playable as tabletop or LARP, zero barrier to entry
ConsiderationsRequires all players to have phones and each other's numbers, designed as a single-session experience with no continuation: replaying with the same group revisits familiar territory, emotionally heavy content including themes of loss and violence requires safety tools and player buy-in, facilitator must thoroughly understand the rules beforehand even though the role is lighter than a traditional GMNo mechanical structure: no dice, no stats, no resolution system, one word of rules text with no GM guidance or scenario framework, single session only, no character creation or advancement