Green Dawn Mall
Green Dawn Mall is a rules‑lite survival-horror about teens lost in an endless, uncanny shopping mall. Using simple d6 tests (5–6 = success), it emphasizes exploration, odd encounters, and resourceful problem‑solving over combat. Low‑prep and quick to run, it’s ideal for tense one‑shots or short campaigns focused on discovery.
Horror • Needs GM • 3/5 complexity • One-shot friendly • Low prep
Survival here is about curiosity tempered by caution: pay attention to the rules of the place, notice patterns, and pick your moments to retreat. The engine is deliberately minimal.
Theme and Setting
Players roll 1–4d6 and succeed on 5–6; the GM sets die pools by risk and fictional positioning. The text favors procedures and tables over subsystems: modular store generators, factions, NPCs, and odd objects fuel play without prep.
How Play Feels
Consequences escalate fictionally—lost gear, separated friends, strange bargains—keeping tension high without tactical crunch. Inventory is light, clocks are implicit, and information is the most precious resource.
What Makes It Distinct
You want combat and action to drive most of the session You want low-tension or low-threat play. You want combat and action to drive most of the session You want low-tension or low-threat play.
Where It May Not Fit
You want combat and action to drive most of the session You want low-tension or low-threat play.
What this game is about
A strong fit for groups that want tension, danger, and unease to stay active at the table, with exploration-Driven helping define the experience.
Structured data and an explicit decision profile JSON document are available for remote agents.