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Cover of Getting Up

Getting Up

Solo roleplaying game · by Jgesq · in English
Game Pay what you want AI: Graphics PDF
On Quisicosas since 21 February 2026
Featured in the newsletter of 21 February 2026 (on Substack)

What it is about

GETTING UP: Los Angeles 1989 A Solo RPG About Bombing in the City of Angels and Demons IT'S 1989. THE STREETS ARE WAITING. Los Angeles is divided into territories painted in blood—red and blue—but you paint in your own colors. The CRASH unit is hunting writers. Gang wars are at their peak. The freeways stretch endlessly under that hazy California sun. You're trying to get your name up across this sprawling city. Every piece you throw brings you closer to king status—or closer to the grave. This is your story. This is how you get up. WHAT IS GETTING UP? GETTING UP is a solo journaling RPG that puts you in the shoes of a graffiti writer in late-1980s Los Angeles. Navigate gang territories, dodge CRASH raids, manage your paint supply and heat from the cops, and build your reputation one piece at a time. Roll 2d6 to: Scout dangerous spots across LA (freeways, freight yards, gang walls, the river) Execute missions under pressure Survive encounters with gangs, police, and witnesses Build your legend or lose everything trying Choose your archetype: Freeway Bomber - Paint for maximum visibility, maximum danger River Rat - The LA River channels are your haven Freight Writer - Your canvas rolls on steel across America Crew Leader - You don't roll alone Boundary Walker - Paint between Blood and Crip territory Ghost - Nobody knows your face Track your resources: Paint - Your lifeblood. Every bomb costs cans. Heat - Police attention, CRASH surveillance, gang hostility. At 6, catastrophe. Rep - Your name's weight in the city. At 8, you're all-city legendary. Territory Knowledge - Understanding LA's invisible borders keeps you alive. WHAT'S INCLUDED? 🎨 QUICK PLAY TRIFOLD EDITION - $1 (Pay What You Want) Perfect for quick sessions and first-time players. A printer-friendly trifold (2 pages, double-sided) that contains: Complete rules for scouting, planning, and executing missions All 6 writer archetypes with unique abilities Core tables: LA Spots (1d6), Gang Encounters, Witnesses, Heat Catastrophe Graffiti glossary and cultural context Win/loss conditions Ready to print, fold, and play immediately Page count: 2 pages (folds into 6-panel trifold) Format: HTML (browser-printable), PDF Print specs: 8.5" x 11" landscape, double-sided 📖 EXPANDED BOOK EDITION - $5 (Pay What You Want) For deep campaigns and immersive storytelling. A comprehensive expansion with everything from the trifold PLUS: Expanded Tables (2d6): 12 LA Spot locations (Metro stations, East LA, Hollywood Hills, Sunset Strip, and more) 12 Gang Encounter results with moral complexity 12 Witness reactions from snitches to legendary writers 12 Random Events (earthquakes, riots, gallery openings, viral fame) Detailed Neighborhood characteristics Comprehensive Consequence tables Deep Mechanics: Freight Yard Access system with railroad bulls, guard dogs, and moving trains Expanded Supply Run options (racking, buying, trading) CRASH Raid procedures with surveillance and arrest mechanics Buff/Persistence tracking for lasting pieces Territory negotiation and alliance building Rich Narrative Content: Extended archetype descriptions with philosophy and cultural weight Historical context for 1989 LA (gang wars, CRASH unit, graffiti culture) Comprehensive graffiti glossary with cultural nuance Journal prompts for deep character development Example of play showing 3 full turns Multiple win conditions (King Status, Survivor, Iron Legend, Boundary Walker) Detailed loss conditions with meaningful consequences Cultural Authenticity: Real LA geography and neighborhoods Authentic gang territory dynamics (Bloods, Crips, Chicano gangs) CRASH unit tactics and corruption Period-accurate details (Blue Line opening, Santa Ana winds, Rodney King riots) The moral complexity of graffiti as art and crime Page count: ~50 pages Format: Markdown (MS Word-ready), PDF (when designed) Designed for: Deep solo campaigns, journaling, legacy building WHY PLAY GETTING UP? Authentic Culture Based on real graffiti history, LA geography, and the lived experiences of writers who risked everything for their names. This isn't a sanitized version—it's the streets. Moral Complexity Graffiti is illegal vandalism. It's also art, communication, and cultural expression. The game doesn't judge—it asks you to navigate that complexity yourself. High Stakes Real writers died. Real writers got arrested, beaten, shot. The game doesn't shy away from that. Heat management isn't abstract—it's survival. Meaningful Choices Every decision matters. Which archetype? Which spot? Tag or piece? Run or hide? Affiliate with gangs for protection or stay pure? Your choices shape your story. Legacy Building: Win or lose, you're creating a legend. Journal your pieces, track your relationships, document your rise (or fall). Your story is unique. Solo-Friendly Design: No GM needed. Roll, read, respond, record. The city generates endless stories through tables and emergent narrative. Perfect for journaling and creative writing. WHAT YOU NEED TO PLAY Two six-sided dice (2d6) Something to track resources (paper, index cards, digital) A journal or way to record your story Optional: LA maps, 1980s hip-hop soundtrack CONTENT WARNINGS This game deals with: Urban violence (gang warfare, police brutality, street danger) Illegal activity (vandalism, theft, trespassing) Institutional oppression (CRASH unit corruption, systemic racism) Potential character death or serious injury 1980s-era LA gang culture and territory dynamics The game treats these topics seriously and contextually. It's about the culture, not glorification. WHICH VERSION SHOULD I GET? Get the TRIFOLD if you: Want to try the game quickly Prefer streamlined, compact rules Like one-shot or short campaigns Want something printer-friendly for conventions or game nights Are new to solo RPGs Get the EXPANDED BOOK if you: Want deep, long-form campaigns Love rich tables and narrative prompts Want historical and cultural depth Enjoy journaling and character development Want to explore LA's geography and culture thoroughly Are you ready to commit to 10-20 session campaigns Get BOTH if you: Want the trifold for quick reference during play Want the book for deep dives and campaign prep Support indie RPG designers Love graffiti culture and want the complete experience COMMUNITY & SUPPORT Share Your Stories Tag your play reports with #GettingUpRPG Share your pieces, your tags, your writer's journey Post photos of your printed trifolds Document your legacy Designer's Note: This game is a love letter to graffiti culture, Los Angeles, and everyone who ever held a can and bombed the city. It's designed with deep respect for the writers who risked everything. For educational and entertainment purposes. Not an endorsement of illegal activity. CREDITS GETTING UP: Los Angeles 1989 Design, Writing, Development: Julian Grant © Julian Grant. All Rights Reserved. Inspired by the writers who risked everything for their names. SAMPLE CONTENT EXCERPT: CHOOSING YOUR STYLE FREIGHT WRITER Union Pacific, Southern Pacific, BNSF—your canvas rolls on steel. What you paint in Vernon ends up in Chicago. You don't paint for LA. You paint everywhere the trains go. Freight yards are dangerous—railroad police, guard dogs, moving trains—but the payoff is immortality. A whole car travels thousands of miles. Your piece gets seen by writers coast to coast. START WITH: 5 paint, 1 heat, 0 rep, 2 territory knowledge ABILITY: +2 to all rolls on freight yard spots DRAWBACK: -1 to all street/freeway rolls (you're specialized) SIGNATURE MOVE: "Whole car"—paint an entire freight car (4 paint, 4 heat, 6 rep on success—national exposure) EXCERPT: LA SPOT TABLE (from Expanded Book) Roll 2d6: 7 - LA RIVER CHANNEL The LA River—that massive concrete channel running through the city. Most of the year, it's dry. Miles of blank concrete walls, away from traffic, away from civilians. The closest thing to a safe spot LA offers. Paint Cost: 2 Base Heat: +0 Base Rep: +1 Danger: Flash floods (rare but deadly), homeless encampments Territory: Neutral—no gang claims the river Almost nobody sees your work except other writers and the homeless. But down in the river, you can paint for hours undisturbed. EXCERPT: GANG ENCOUNTER TABLE (from Expanded Book) Roll 2d6: 9 - MADE MAN Someone recognizes you. "Yo, you're [your tag name]! I seen your throw-ups on Crenshaw. That's clean work, homie." They respect the art. They respect the hustle. You're good here. Gain +1 territory knowledge (you now have a connection in this neighborhood) Mission proceeds with blessing. They might even watch your back while you paint, giving you +1 to execute roll. Optional: They might ask you to paint something specific—a memorial for a fallen friend, a piece for the hood. If you do this, you gain +2 territory knowledge permanently in this area. You're now known and protected here. FILE INFORMATION TRIFOLD QUICK PLAY getting_up_trifold.pdf - PDF version Print double-sided, landscape, fold twice 2 pages total EXPANDED BOOK getting_up_expanded.pdf - Formatted PDF version ~66 pages 8.5" x 11" portrait format LICENSE & USAGE Personal Use: Print, play, share your stories Streaming/Actual Play: Absolutely! Tag @JulianGrant or #GettingUpRPG Translations: Contact designer for permissions Hacks & Modifications: Allowed for personal use (share with credit) Commercial Use: Contact designer All rights reserved. © Julian Grant. SUPPORT THE DESIGNER GETTING UP is priced as Pay What You Want because graffiti culture is about access and democracy. If you can afford it, consider paying: $1+ for the Trifold - Supports ongoing indie RPG design $5+ for the Expanded Book - Supports deep development and future projects $10+ for both - You're a patron of the culture Can't afford it? Take it for free. Seriously. The streets don't gatekeep. Get up. COMING SOON Character sheets (printable tracker sheets) LA map handout (territory visualization) Playlist (curated 1989 West Coast hip-hop soundtrack) Additional archetypes (The Muralist, The Tagger, The Vandal Squad) Expansions: Other cities (NYC 1978, Philadelphia 1985, London 1980s) FINAL WORD The walls are waiting. Your name deserves to be immortal. NOW GET UP.

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