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Cover of Yesterday's Tomorrow

Yesterday's Tomorrow

Solo roleplaying game · by Big Idea Forge · in English
Game −25% PDF
Published 19 October 2026 · On Quisicosas since 20 October 2026
Featured in the newsletter of 20 October 2026 (on Substack)

What it is about

YESTERDAY'S TOMORROW — a one-page time-travel RPG for 1–4 players. One agency team, one d6, paper & a steady hand. Fix history without becoming the problem. THE CAUSAL LOOP: the generator builds a case file of glitches — a historical glitch, a present consequence, an unexpected twist — through three events: Cause, Consequence, and Correction. The dice have decided there is a contradiction; you just name it. CHANGE AN EVENT: roll 1d6. On 4–6 the correction holds: +1 CORRECTION. On 1–3 you've made a contradiction: +1 PARADOX, and the correction does not hold. WIN: log 8 CORRECTIONS before PARADOX reaches 6. LOSE: at 6 PARADOX the timeline COLLAPSES. At 3 PARADOX, a duplicate of a player appears — same memories, no alibi — and absorbs the next contradiction once, then steps out of the timeline and is gone. Spend STABILITY to reroll a failed roll (at 0, no rerolls left). Each agent's SPECIALTY GIFT fires on a roll of exactly 1 in its own domain: the HISTORIAN on a Cause, the ENGINEER on a Correction, the INFILTRATOR on a Consequence someone is hiding, the CHRONOLOGIST on any event — if the duplicate is on the table. One page. Print it, grab a pencil, and try not to become the problem. More from the Deep Space and Duct Tape shelf: try The Light Must Never Go Out next. One sheet, zero prep, a whole game night.

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