Why We Fight
Laurie Blake, Rhi Saunders, and Rob Ingle
Why We Fight is a solo+ (1 to 5 player) narrative TTRPG where you play a crew of eco-punks fighting fascism to build a brighter, greener future. But most of all, it’s about learning about each other, and the things that drive us to make change.
Why We Fight focuses on fighting back against those who prey on people without power.
In the game, you will each build a Crew of 4 characters from the Community Alliance, a growing movement of eco-punk communities creating a more just and compassionate world.
You'll learn who they are and what they care about as you discover vibrant communities, and a natural world untamed. Travel through rewilding lands, safe-guard people and nature, and push back against the White Fist, a fascist militia trying to force people back into their dystopian society.
Why We Fight is GMless, designed for soloplay and up to five players, with zero-prep. You’ll have a Crew and Mission started within 15 minutes, allowing you to save lives, prevent disaster and create a new balance.
Get Creative on the go and gain the advantage even as the underdog in fast-paced, tactical, guerrilla style combat where your enemies adapt to your actions as they fight to complete their own Objectives.
Why We Fight rulebook:
- A quick-to-learn D6 system that sees your characters empowered by the ideals they care about
- Build your Crew of four characters in just a few minutes, ready to venture out into a changing world
- 36 Situation Discoveries across six categories, further built upon with a variety of factions and conflicts
- Resolve them your way with six Approaches, each with unique rulesets for immersive play
- Face the White Fist, Armed & Desperate, and Wild Animals as territories old and new clash in a changing world
- Enjoy fast-paced, tactical, guerrilla style combat where your enemies adapt to your actions as they fight to complete their own Objectives
- Detailed Bastion rules for developing relationships with struggling holdouts
- Return home and improve your sustainable, compassionate community where everyone gets a say and no-one goes without
- Visual design balancing 'out of the box play' with stunning art, giving you a game that's as easy to read as it is satisfying to play
Why We Fight intends to provide a game where people get to experience building a world they love, with people they care about. It suggests that the more we get
to know people, in both their strengths and their struggles, the more compelled
we become to protect them, and it is through sharing ourselves and connecting with others that we build compassion and confidence enough to stand up for one another. It acknowledges that there will always be those who seek to control others, out of fear or the desire to feel strong, but allows you to decide when to step in, to deal back what they dish out, and provide a place where those they victimise may live safely, comfortably, and with a say in their future.
It does this in a way designed to be sustainable, with communities not only preserving the natural world around them, but rewilding the land and providing space for nature to flourish. It is not only people that live in our world, and for a new balance to be attained, we must ensure there’s space for all. The world does not serve us, but it does give us all we need if we work with it, rather than exploiting it.
"Why We Fight is the story we need for the time we live in." -Jess Hancock, ENWorld
"A premise of community rebellion against collapse-driven fascism, thoughtfully composed GMless-first procedures, familiar mechanics that differ in a very well considered and effectual way... what more could you ask for?" - Binary, Binary Star Games
"It’s got plenty of Crunch and villainy, but it never forgets to highlight the important things—helping people, bonding with comrades, and finding joys and inspirations along the way—that make it all worthwhile." - Connor Alexander Coyote and Crow
Art Director and Layout Design: Rob Ingle
Creative director, Lead Designer, and Writer: Laurie Blake
Co-designer and Editor: Rhi Saunders
Accessibility Consultant: Chris Hopper
8.5x12" hardcover book, 100 full-color pages.
* PDF will be emailed once the physical item ships.