The Skeletons Fantasy;Narrative-Driven;GM-less / Cooperative;Quick-Play / One-Shot;Rules Lite;Low Prep

At‑a‑glance: Narrative‑Driven • GM‑less/Cooperative • 1–6 players • Near‑zero prep • Rules‑lite • 1–3h sessions

Theme and Setting

You are ancient guardians bound to a tomb. Intruders come in fits and starts over long stretches of darkness and silence. Between incursions, the tomb shifts and your memories return in fragments, reframing who the guardians were in life and what the tomb protects. The tone is melancholic fantasy with a hint of horror and myth.

Core Mechanics and Rules

Mechanics are deliberately minimal: structured prompts and timed intervals of silence anchor each phase. You set the scene, respond to intrusions, and reveal history by answering questions on character sheets. There are no tactical grids or complex subsystems—resolution leans on group consent, fiction‑first outcomes, and the agenda of protecting the tomb. The game supports one to six players and requires almost no prep beyond printing sheets and agreeing on tone.

What Makes It Unique

The Skeletons inverts the dungeon crawl: you are the “monsters,” and time itself becomes a mechanic. The enforced quiet interludes create a meditative rhythm that lets themes breathe. As years pass, the tomb accretes detail and the guardians’ identities emerge, producing an emotional arc unusual for classic fantasy spaces. Its replayable character sheets offer varied questions and tomb details without adding rules weight.

Target Audience and Player Experience

Perfect for one‑shots, classes, or convention slots where mood and reflection matter more than builds or crunch. Great with new or mixed‑experience players who enjoy collaborative storytelling, shared tone keeping, and evocative prompts. If your table prefers tactical combat or long advancement paths, this will feel too sparse; if you want focused atmosphere, fast setup, and memorable vignettes, it shines.

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What do players think?

Meditative, GM-less dungeon guardians story where time stretches between incursions. Praise centers on its quiet focus, evocative prompts, and emotional arc; caveats note its niche tone, need for a calm space, and minimal traditional mechanics.

Related TTRPG Games

Compare The Skeletons with other great ttrpg games.

Fiasco logo

Fiasco

Both are GM-less with scene-framing and strong tone rules; Fiasco is caper-chaos with escalating fallout, while The Skeletons is meditative, slow, and reflective.

For the Queen logo

For the Queen

Both use prompts to build relationships; For the Queen centers on courtly drama and choices under pressure, while The Skeletons dwells on memory, time, and place.

A Quiet Year logo

A Quiet Year

Each structures silence and reflection to shape narrative space; A Quiet Year maps a community’s seasons, while The Skeletons explores guardianship across ages.

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