Weirdways: Low Road Trip across the Weird States

 There are two kinds of people out on these roads. There are those going somewhere, and those who have somewhere to go. The latter category don't belong to these roads. They drive 'em, sure but they always have a home somewhere to settle down. 

Now the former category, they belong to these roads. They are going somewhere... they just ain't always sure where. Most folks go back to their home for the night once the day's business is done, these folks return to the roads. "Somewhere" for them is always a place just ahead, just one more stop, just one more thing to see, just one more place to go, but they never quite find what they're lookin' for.

These roads are full of beautiful, broken people lookin' for a home this world can't provide.

Wander on, my son. Wander on.

By Unknown


Modern Fantasy Roadcrawl with a Weird, Haunted Americana feel. Fantasy races walk alongside regular human beings and magic is very much real. It's gonna be goofy, spooky, and a little bit soul-searching. Inspired by Evlyn Moreau.

Some big things:

  • You are poor. For whatever reason, you have next to no money.
  • You have somewhere to go. What brings you to drive these Weirdways with these people?
  • You and your party are all driving together in a van like a hippie van or maybe one with a cool wizard on the side? Whatever it is, it's spacious enough for you all to sleep in and it's your only way you are going to make this trip.
Gameplay is going to be a lot of picking the right roads, getting places on time, getting money for gas, taking jobs doing risky things out of desperation, and facing the weird stuff that lives out in the desolate places.


We are running a little FKR so super rules-lite with a system of my own creation. 

Main mechanic: Roll 2d6, adding applicable Aspects whenever you do something risky or face danger.
  • Snake eyes (Double 1s) are always a failure and something bad happens. 
  • 6 or less: Failure and something bad happens.
  • 7-9: You succeed but at some cost or must make a hard choice.
  • 10+: You succeed with no drawbacks!
  • Double 6s is always a maximum success with flair!
Everyone can take three hits before you take an injury. An injury must be treated soon or the character may die. If they are hit a fourth time, the character dies.

All hits reset on a night's rest. Once per day, you can rest and eat something to get one back. Injuries must be dealt with medically and cannot simply heal with rest.


By Tony Sart
Some questions:
  • What are two locations you desperately want to go or things you need to do on the road? 
  • What's different about you? Why don't you fit in? 
  • Are you a fantasy creature? If so, what kind?
  • Why do you have no money? Ex: general poverty, theft, cut-off by parents, etc...
  • Who is someone you know who you might meet on the road?
  • Who, if anyone, owns the van? Who drives?
  • Why are your characters traveling together?
  • One of you has an aunt in the midwest who has told you that her house is haunted and she needs help. Which one of you is it? Why is she calling you?
  • One of you is dead set on going to Burning Man. Which one of you is it?
  1. State your general character concept (examples below). This is your first Aspect.
  2. What's something weird but cool about you? This is your second Aspect.
  3. What's a fictional or historical person kind of like you? "Kind of like ______" is your third Aspect. (If your character is combat-focused, are they more like Jackie Chan or more like John Wick or someone else? If your character is magical, are they more Gandalf or Harry Dresden or someone else?)
  4. Pick up two important items that your character needs: Guns, wands, spell books, ect...)
  5. Make sure you answer the questions above. Pick a name. That's about it.
Inventory: You have 6 things you can pull out so long as they make sense for your character. You can make these up as you go. You can pull out little flavor items at no cost so long as it makes sense.

1d20 Character Concepts for Inspiration:
  1. Saucerfreak Cleric
  2. Halfling Sightseer
  3. Hippie Shaman
  4. Dwarf Trucker
  5. Elf Hipster
  6. Hobo Wizard
  7. Jesus-freak Cleric
  8. Goblin Drugdealer (Alchemist) 
  9. Rocker Bard
  10. Ultrafan Cleric/Warlock
  11. Nerd Wizard
  12. Dwarf Biker
  13. Collector Thief
  14. Orc Travel-writer
  15. Bounty Hunter Fighter
  16. Repo Thief
  17. Halfling Flavor Chaser (Guy Fieri)
  18. Elf Activist
  19. Veteran Fighter
  20. Karen Barbarian


  1. Dworkin Barleycorn, Goblin Mechanic/Shaman. He wants to get to Vegas because he needs to somehow raise a lot of money to get the Teamster's Union off his back (See below) and thinks he might be able to use his ability to talk to machines to get slot machines to help him out. He also wants to see LA because, hey, it's LA.

    He talks to machines, but they don't always want to talk to him or tell him the truth if they do talk back. But it helps in diagnosing mechanical problems because they can tell him "where it hurts".

    He's on the road because of some problems he ran into in Chicago with the Teamster's Union--which is also why he's broke since he had to leave town in a hurry. He's cagey about the exact nature of the "trouble" and why he needs to pay them a lot of money. So he tends to lie low when around truckers--they probably don't know who he is, but why take chances?

    He's kind of like Master from Mad Max: Beyond Thunderdome, and in the market for another PC to be his Blaster--a big dumb thug that he can take care of in exchange for protection. He doesn't own the van, but he keeps it running. He can't drive it because he's too short to reach the pedals in a human-built vehicle.

    He did manage to grab his toolbox on his way out of the garage where he worked, so he's got a full set of tools. The toolbox is a kind of bag of holding, it can store a lot more than you'd think from the outside. He keeps a shotgun in there, for emergencies.

    He's got no family--something else that he's cagey about.

  2. The opening text is evocative, however, you say:

    "There are those going somewhere, and those who have somewhere to go. The latter category don't belong to these roads."

    But then later, in the introduction, you say:

    "You have somewhere to go. What brings you to drive these Weirdways with these people?"

    Maybe I'm misunderstanding and actually that's the point, but the way I read it, the implication seemed to be that the players are supposed to be "those going somewhere", not "those who have somewhere to go".

    1. You make a good point. I guess I wasn't thinking about how the more direct stuff lined up with the opening text. I might change it, but I guess I wonder if anyone really starts out on the road as someone "going somewhere." I think most people probably start with "somewhere to go" but they get lost at some point along the way. They get too weird. The road gets in their bones and they become "road people."

  3. Wow, that's a cool concept. It's eminently manageable using Google Maps to track where you are and the distances. Now what you need is a list of weird roadside attractions. They would definitely play into this setup...

    1. I was thinking the same thing with Google Maps! Weird roadside attractions and dangers are definitely in the works

    2. "You are poor. For whatever reason, you have next to no money."
      Why you have to call me out on this.


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