At-a-glance: Belonging Outside Belonging • Diceless (token-based) • 3–5 players • Low prep • Rules-lite • 2–4h sessions
Sleepaway casts players as camp counselors at a summer refuge for marginalized youth, isolated from a world drowning in advertising and alienation. The camp is besieged by the Lindworm—a shapeshifting cryptid that wears human skin and stalks the woods. The setting blends hazy summer nostalgia (fireflies, swimming holes, ghost stories) with creeping dread and body horror. Players are survivors, traumatized by past encounters with the monster, now dedicated to protecting a new generation from suffering the same fate.
Sleepaway uses the Belonging Outside Belonging system: diceless, GMless, and token-driven. Players receive tokens for Weak Moves (actions that complicate their lives) and spend them on Strong Moves (actions that passionately succeed). Each player chooses a character archetype (The Muscle, The Mystic, The New Kid, etc.) and shared Setting Elements provide narrative prompts and Rituals.
Rituals are a standout feature—physical, creative activities that blur the line between game and reality: drawing maps, playing music, even destroying game materials. The Lindworm acts through a deck of cards drawn while other players close their eyes, introducing unsettling events ranging from mysterious scars to gruesome discoveries. A corkboard tracks characters, locations, and clues, becoming more tangled as the story unfolds.
The game progresses through three acts, each introducing new rules, transforming Setting Elements, and escalating the horror.
Sleepaway distinguishes itself through its masterful fusion of nostalgia and dread—the safety of summer camp traditions invaded by something ancient and hungry. The Belonging Outside Belonging system creates genuine collaborative horror without a traditional GM, while Rituals ground the supernatural in tangible, often beautiful player actions. The Lindworm card mechanic generates paranoia and genuine scares without relying on dice rolls. The game's focus on protecting others—particularly marginalized youth—adds emotional weight and stakes beyond simple survival.
Sleepaway is ideal for groups seeking horror with heart, particularly those interested in collaborative storytelling and shared facilitation. It rewards players comfortable with vulnerability, creative expression, and atmospheric tension. The game works equally well as a single intense session or a short campaign. Fans of films like The Thing, Friday the 13th, and indie horror games will find familiar territory elevated by innovative mechanics and poignant themes of community and protection.
Sleepaway receives praise for its innovative blend of summer camp nostalgia and creeping horror. Players appreciate the Belonging Outside Belonging diceless system, which uses tokens and collaborative storytelling to build tension. The Lindworm mechanic—drawing cards while others close their eyes—creates genuine dread. Some note the game requires players comfortable with shared facilitation and vulnerability.
Compare Sleepaway with other great ttrpg games.
Ten Candles shares Sleepaway's commitment to atmospheric horror and ritual mechanics, but trades the camp setting for apocalyptic finality. Both games use physical elements (candles in Ten Candles, cards and corkboards in Sleepaway) to build tension, and both emphasize tragedy and communal storytelling. Ten Candles is more structured in its tragedy; Sleepaway offers more narrative freedom and recurring campaign potential.
Bluebeard's Bride and Sleepaway both explore feminine horror through collaborative, symbolic storytelling. While Bluebeard's Bride uses a single shared character and tarot-based mechanics to unpack domestic dread, Sleepaway spreads narrative control across counselors using tokens and Rituals. Both games require vulnerability and trust, creating horror that resonates emotionally beyond the table.
Dread and Sleepaway both build horror through physical mechanics and escalating tension. Dread uses a Jenga tower to literalize rising stakes, while Sleepaway employs the Lindworm deck and corkboard conspiracy to generate dread. Dread requires a traditional GM; Sleepaway is fully collaborative. Both excel at one-shot horror but approach tension from different angles—Dread through physical skill, Sleepaway through shared storytelling and ritual.
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