World Ending Game
World Ending Game
WOR L D
ENDING
GAME
By Everest Pipkin
Getting Started… Introduction 7
Role of Players 8
Principles of Play 10
Playing Online 13
Alternate Rulesets 14
Summary of Play 18
Up Till Now 20
Camera Directions 22
The Endings 24
Acknowledgments 80
THE ENDINGS
(The Lie)
A truth held close,
70 Apocalypse
52 Karaoke Bar A GAME FOR ALL PLAYERS.
or a lie spoken with
A world with a stage.
conviction. Sometimes it all goes up
in flames.
38 Anime Music
60 I Need Answers
Video
The truth.
Our own private fancam.
62 Death
42 Reverse Heist
Kill your darling.
Putting something back
where it belongs.
64 Tableaux 78 Last Shots
A GAME FOR ALL PLAYERS. Cut to Credits
46 Wrecking Ball
A series of frozen Montage
Destroy something in images, like a roll of film
your world. printed long after the Zoom Out
party is over. To be continued…
Credits (Optional)
Extras (Optional)
This is a series of small games that you can play to end a campaign
or story, for when it is time to say goodbye.
6
GETTING STARTED
Introduction
When it is a player’s turn they are the Leading Player. The Leading
Player has agency in setting scenes and describing events, as detailed
in the rules of each game, called Endings.
All other players (including the GM) may enter scenes as Supporting
Players, embodying other characters present in the scenes.
On the Director’s turn as Leading Player, a player not in the scene may
temporarily adopt the role of the Director, borrowing the camera and
interjecting Camera Directions instead.
For tables without a GM, the role of the Director for each scene is taken
by the player to the Leading Player’s left, rotating as turns progress. The
table decides together when it is time to finish World Ending Game,
and which scene to end with.
8
Getting Started
Going around the table in a circle, players pick and create scenes
according to the rules of each Ending.
The Director begins the game with any one of the Endings. Once
this scene is over, the player on the Director’s right then selects a new
Ending of their choice, becoming the Leading Player.
The current Leading Player always has narrative control in setting the
scene and choosing how their character acts inside of it, as detailed
by the rules of each Ending.
Any other players (including the Director) who enter the scene as
Supporting Players have control over their own character’s actions
inside the scene, as detailed by the rules of each Ending.
Once a scene has concluded, the circle continues to the right, the next
player in the circle becoming the Leading Player. Players may also
elect to skip their turn, waiting for the circle to come back to them.
Generally, the Leading Player remains the person who started the
scene until its conclusion, but some Endings switch scene control
mid-game, as detailed by the rules of each Ending.
Dice are used sparingly within World Ending Game, but may always be
re-rolled for a different result. This is because you are not on one last
adventure, and there are not any new stakes; you are saying goodbye,
and it deserves to be the right farewell.
A standard game will have a few scenes led by each player, but you
may choose to end the game once everyone has had at least one turn,
or keep going until it feels right. You will probably know when you are
done (and everyone should have a chance to get that last scene in), but
the Director ultimately holds the power to end the story.
Players
Know what you want, trust your motivations, and flow from action to
action and line to line. Make space for others to join in.
Director
Introduce your directions into scenes, then retreat to watch and listen.
Set the pace and keep the rhythm.
Everyone
Treat the conversation like a piece of music. Find joy in the act of
playing it to finish, in concert with others.
10
ADDITIONAL MECHANICS
The Camera
The Director generally controls the camera, but may give camera
control to another player when The Director is busy embodying a
character within a scene.
The camera ZOOMS IN on the visitor's face and the sunlight breaks
the clouds, illuminating her features.
or…
JUMP CUT to after midnight. The moon is high in the sky and the
lawn is littered with abandoned red cups. A few stragglers are
making a half-hearted attempt to clean up, but the bulk of the party
has gone off somewhere - home, cars, all-night diners. The camera
pans from the lawn to the house and frames the kitchen window,
yellow light spilling out. What does the camera see?
or…
The camera CUTS AWAY to a perfect replica of the aforementioned
letter sitting in a desk drawer, two miles away. The muffled sound of
pleasant dinner conversation can be heard through the study wall.
Remember, this game is modeled after the act of making a film. If you
feel a scene needs to be struck it can be left on the cutting room floor.
Edits are an integral part of this kind of storytelling.
If you feel that something needs to change, you may pause a scene
at any point or wait until it concludes. Either way, you should then
talk with your table out of character. Discuss why you are cutting
or editing this scene. This could range from “wait, I just had a much
better idea” to “I felt silly!” to “this crossed a line.” Review your safety
mechanics and revise them where needed. Make sure that everyone at
the table has a chance to speak freely.
Together, you may choose to play a scene again from the top, pick a
different Ending, frame the scene as a dream or otherwise unreal, edit
or replay just a small section of the scene, or simply strike the scene
from the record entirely.
12
Additional Mechanics
Playing Online
14
Additional Mechanics
Every table has a different play style (and you’ll find your groove) but
this game is written to be played fluidly, with few pauses for rules
checks, speculation, or but-what-if hesitations. If you are not sure how
a particular mechanic works, it is better to roll with it than stop to
make sure you are playing “right”. Many of the Endings are little more
than conversational prompts — it is always okay for a conversation
to move in an unexpected direction, or to integrate new rules as you
make them.
Safety Mechanics
Endings or prompts that touch on your table's Lines and Veils or are
otherwise triggering may always be skipped.
16
Starting Play
Ending a story and leaving the people and places you have come to
love can be extremely hard. Be kind to one another, take breaks, respect
boundaries, reward and support feeling emotion, and strive to give
everyone a proper goodbye.
Before gathering
• Give everyone at the table a chance to familiarize themselves with
this book.
Starting play
• Clear your table, make yourself comfortable, get ready.
• Spend a few minutes on Up Till Now. (You may instead opt to do this
before gathering.)
18
Starting Play
Play
• The Director begins with a scene of their choice, selected from the
Endings section. The rules of each particular Ending are followed.
• The player sitting to their right follows with a scene of their choice,
selected from the Endings. This player is now the Leading Player.
The Director may interject at any time with Camera Directions.
• Players may also choose to pass their turn, waiting for the circle to
come back to them.
• The game is over when it feels complete. This should have general
group consensus, but the Director has the final say in when to end
the game.
Ending play
• The Director makes sure everyone feels ready for the game — and
campaign — to end.
The Director
Answer the following questions:
(GM-less tables, divide these questions between you)
20
Starting Play
Players
Answer the following questions:
22
Starting Play
THE OMEN
The end is never without signal; it precedes itself in flares and
gasps, sometimes quiet, sometimes loud.
1 2 3 4 5 6
A light An animal A sound A person A flower A story
1 2 3 4 5 6
Out of place Stuck in Suddenly Tethered Fractured Real
time there
1 2 3 4 5 6
In the sky On the sea In the mind On the In the Right in front
tongue distance of you
1 2 3 4 5 6
Burning Crying Smiling Rotting Monstrous Beautiful
Determine what it is you witness, where and how you see it, what
you take it to mean, and what you do with this knowledge. You
may roleplay seeing this omen, or simply describe how it appears
in the world.
ASB
SAOI
THE FL
LORAL WHA
LEGS S
SAYS THE
TH
KL
KLMUV
WXYG
The Endings
WXYGIJJ
THE
IONCONFESSION
(THEASJHD
LIE)
A truth held close, or a lie
spoken with conviction.
B
I
Leading Player is confessing. They may request Leading Player: Where
any number of other characters join the scene as have you asked the other
character(s) to meet you? Who
Supporting Players. These characters may excuse
have you gathered here? What
themselves from the scene if they do not wish to is the mood in the room?
hear the confession.
Tell the room what you must.
This is not a reveal, or a twist; this is a confession.
LO
This may be something the table already knows, Supporting Players: Roleplay
even if their characters do not. This may also be
something you or the Director know about your
or describe your immediate
response to hearing the FRI
AT
confession. Do you believe this
THE
character or the world, but which is new to the
story, or do you mistrust it?
other characters or players.
Describe why this is so.
S
Regardless, nothing is being invented here.
Instead a truth is being spoken. You may choose to roleplay
Leading Player, answer: Why are you confessing this scene out beyond The
THE
noble lie? A generous lie? The kind of lie that allows
others to have a better life? Or is it a cruelty? One
last feint?
LORAL
HE FLO World Ending Game
LE
29
The Endings
th∂ ®∂v∂◊l
Whereas The Confession tells the player characters something
the table may already know, The Reveal is for the audience.
This is not the place to invent new things, but rather shows us a truth
about the world, your character’s past or current actions, the fac-
tional or political motivations of your character or the world at large,
or any other movements that have been taking place off-screen.
For instance — what was happening at home when the other players
were busy with their biggest score? What transactions were taking
place in the shadows? What strings were pulled in the background?
What emotions were hidden behind a composed face? What story
did you whisper to the dark?
This is a good candidate for the Director’s scene, but every character
has their secrets.
The
Revision
Take a single event from over the course of the
campaign and tell it not as it happened, but as it is
being retold. Frame a scene, and either narrate or
roleplay the story that is being told inside of it.
* *
* *
SUPPORTING PLAYER:
You are getting ready to go. How did they tell you that
they wanted to see you?
LEADING PLAYER:
You arrive first. Describe how they feel, seeing that
you are waiting for them. Are they comforted that you are
there? Nervous? Unsure?
SUPPORTING PLAYER:
You see them before they see you. Describe how you find
them waiting for you. What are they doing to pass the time
before you arrive?
LEADING PLAYER:
You wave them over. How do they excuse their lateness?
SUPPORTING PLAYER:
You move to join them. How do they play off that they got
here much too early?
LEADING PLAYER:
You take a casual stance. What do they say about the day,
the setting, the weather, or the news?
SUPPORTING PLAYER:
You say something pleasant enough, then pause. There is a
silence that carries on just too long. What do they do to
signal that they are about to ask you a question?
36
The Endings
LEADING PLAYER:
You ask them a question. Some possible questions include:
* Where do we go from here?
* Will you come with me?
* Will you miss me when I’m gone?
* What will you tell people about me?
* Will you forgive me for what I did?
* Are you happy in this moment?
SUPPORTING PLAYER:
They ask you a question, and you answer.
ANIME MUSIC
VIDEO
The Endings
Art by LaumeB
LEADING PLAYER
Select a song. This can be one of the
songs you picked in the setup, but does
not have to be. Queue it up to play (or
link to it), but do not hit play yet.
DIRECTOR
Be ready to interject with Camera
You will select from the follow-
Directions between phrases.
ing phrases to start your sentences,
finishing them by filling them out and For instance: I float in the
embellishing as needed. water… may be followed by “The
camera zooms out, your shape
For instance: I float in the
losing detail as it rises and
water, could become "I float in
pans up to see the house on
the water, drifting, my eyes
the shore.”
closed, hair around me in a
tangle that echoes the shape You may wish to keep the Camera
of the reeds." Directions sheet handy for this game.
Putting something
back where
it belongs
Reverse
h e i s t
Reverse
h e i s t
World Ending Game 43
Reverse Heist
DETERMINE
THE OBJECT. This should be something you THE DATE. Should be within the general
or your party already carries, or something time of “now”. Pick or roll one of the
you know is out of place in the world. Pick or following descriptors that best fits the date:
roll a descriptor for the object: 1 A holiday
1 Heavy (it takes 2 or more 2 The weekend
characters to carry the object)
3 Midnight
2 Large (it is very hard or
4 Noon
impossible to hide the object)
5 Early hours of the morning
3 Loud (the object emits noise,
either constantly or periodically) 6 When the work day ends
4 Valuable (the object is worth
something to all that encounter it) THE PLAYERS. Leading Player + any
involved Supporting Players. You may
5 Beckoning (the object is desired
request accomplices, who may reject their
by all that encounter it)
involvement.
6 Unstable (the object must be
treated gently whenever THE PLAN. How you expect this to go. Pick
interacted with) or roll:
1 Shock and awe
THE LOCATION. This is likely a place that
is already on the map, but may be — if 2 Sneaky
needed — somewhere new. Pick or roll a 3 Violence
descriptor for the location: 4 Diplomacy
1 Guarded (people stand in between 5 Social
you and the location)
6 Patience
2 Secret (the location has been
hidden from you)
3 Distant (traveling to the location
will be difficult)
4 Cordoned (the location is off-limits
to people like you)
5 Dangerous (going here is a risk)
6 Taboo (going here is forbidden or
sinful)
44
The Endings
Examples
“This bone of the bird-king “If the genetic code is back in “I stole my sister’s diary and I
has served me well, but I the database before anyone feel really bad about it.”
am wary of it falling into comes looking, it’ll keep the
the wrong hands once I put heat off our heads as we
down my sword for good.” leave the city.”
W R E C K I N G B A L L
X S F D L J O H C B M M
Y T G E M K P I D C N N
Z U H F N L Q J E D O O
V I G O M R K F E P P
W J H P N S L G F Q Q
X K I Q O T M H G R R
Y L J R P U N I H S S
Z M K S Q V O J I T T
N L T R W P K J U U
O M U S X Q L K V V
P N V T Y R M L W W
Q O W U Z S N M X X
R P X V T O N Y Y
S Q Y W U P O Z Z
T R Z X
D E V
S T Q
R P
O Y S O M E T H I N G
U S Y
E F W
T U R
S Q
P Z T P N F U I J O H
V T I Z
N
F G X
Y
U O
V S
U
T R
Q W O
U R
Q L
O D
G V J K P I
W U J O
G H Y
Z
V P
W T
V
U S
R X P
V S
R M
P E
H W K L Q J
X V K P
H I Z
W Q
X U
W
V T
S Y Q
W T
S N
Q F
I X L M R K
Y W L Q
I J X R
Y V
X
W U
T Z R
X U
T O
R G
J Y M N S L
Z X M R
J K Y S
Z W
Y
X V
U S
Y V
U P
S H
K Z N O T M
Y N S
K L Z T X
Z
Y W
V T
Z W
V Q
T I
L O P U N
Z O T
L M U Y
Z X
W U X
W R
U J
M P Q V O
P U
M N V Z Y
X V Y
X S
V K
N Q R W P
Q V
N O W Z
Y W Z
Y T
W L
O R S X Q
R W
O P X Z X Z U
X M
P S T Y R
S X
P Q Y Y V
Y N
Q T U Z S
T Y
Q R Z Z W
Z O
R U V T
U Z
R S X P
S V W U
V S T Y Q
T W X V
W T U Z R
U X Y W
X U V S
V Y Z X
Y V W T
W Z Y
Z W X U
X Z
X Y V
Y
Y Z W
Z
Z X
Y
Z
With the Director’s blessing, describe an object, place, building,
symbol, or non-player character that exists in your setting. This
target may be something important to the story in general, but
first consider your character’s personal but deep-felt grievances —
and to what end those grievances may lead.
PICK OR ROLL: M O T I V E
N P U J W F
1 Personal O Q V K X G
P R W Lto Yyou,
This means something H as a person, in
particular Q S X M Z I
R T Y N J
2 Ideological S U Z O K
T V
This says something P
about L
your ideals or beliefs
U W Q M
3 Political V X R N
W Yout inS a broader
This will play O political sphere
X Z T P
4 Wealth Y U Q
Z
This would bring you V— or someone
R you care about
W
— wealth, or remove it fromS elsewhere
X T
5 Safety Y U
This would bring you Z— or someone
V you care about
W elsewhere
— safety, or remove it fromX
6 It was a promise Y
Z
You promised someone to get this done
PICK OR ROLL: P L A N
Q M B O
1 Explosive R N C P
S O D Q
2 Subterfuge T P E R
3 Diplomacy U Q F S
V R G T
4 Expensive W S H U
X T I V
5 Calling in Y U J
favors W
Z V K X
6 Patience W L Y
X M Z
Y N
PICK OR ROLL: A ZD O J E C T I V E
B E P K
Q F D U J W F
1 Burning C F R L G E V K X G
2 Buried
D G S M H F W L Y H
E H T N I G X M Z I
3 Crumbled F I U O J H Y N J
G J V P K I Z O K
4 Sunk H K W Q L J P L
I L X R M K Q M
5 Stolen J M Y S N L R N
K N Z T O M S O
6 Forgotten L O U P N T P
M P V Q O U Q
N Q W R P V R
O R X S Q W S
P S Y T R X T
48
Q T Z U S Y U
R U V T Z V
S V W U W
T W X V X
The Endings
Describe the plan you put into motion: why and how you
are destroying your target, how you go about it, the
steps involved, and what it is reduced to. There are
no dice to determine the outcome — by choosing this
Ending, you have destroyed this thing in the world.
— How much time has passed? Are you walking away from
a burning building? Are you now old and gray,
remembering what once was?
FALL
You, the Authority, the onlookers, the room
in which you sit.
Karaoke Bar
LEADING PLAYER, DECIDE WHERE YOU ARE:
Are you actually in a karaoke bar? • Have
you been passing an instrument around a
campfire? • Opening the dance floor at a DESCRIBE, to the rhythm of
wedding? • Are you in an empty hall, hearing this song: What does your
your voice echo? • Alone, in the forest? • On character do on stage? •
the prow of a ship? • Or are you whispering Who do they look at? • How
a lullaby, quietly, in the dark? does their body move? •
What is their voice like? •
What emotion does that
BRIEFLY DESCRIBE THE SPACE, who is in
voice hold? • Do they falter
it, the event that is happening, and how
any of the lines? • Do they
you found yourself on this stage. You may
sing out clear?
request Supporting Players to join you in the
scene; as always, they may refuse. Optionally, you may elect to
literally sing along instead of
DECIDE WHAT SONG YOUR CHARACTER narrating this scene.
IS SINGING, and which real-life song will
stand in for it. This can be one of the songs
you picked out at the top of the game, or DIRECTOR, as always: interject
where appropriate with camera and
another. Play the song as you narrate the
scene directions.
scene.
SUPPORTING PLAYERS, narrate
your actions and reactions to the
→ HIT PLAY NOW
song — or what you are doing while
the spotlight is elsewhere.
A glimpse at
life after.
20 YEARS LATER
Pick a number of years to jump ahead.
If unsure, you may elect to roll on the following table:
1 2 3 4 5 6
1 year 5 years 10 years 20 years 50 years 100 years
Art by ma-ko
PASSING THE
TORCH
YOUR CHARACTER GIVES AWAY AN OBJECT, GIVE THIS THING AWAY. EXPLAIN HOW THIS
A WEAPON, A SECRET, A STORY, AN IM- COMES TO PASS.
PULSE, OR A MISSION TO ANOTHER PERSON † Is this a secret, shared between friends?
IN THE WORLD.
† A cruel word?
Pick a non-player character or another player † A kind one?
character. This should be someone your character
† Do you sit together, work together, train
knows and that has played some role in their life.
together?
As always, this character may refuse this role — in
this case, you may pick another character, or † Is it a legacy, or a duty, or a need that has them
change to a different Ending. start up where you have stopped?
If you are playing a game with character sheets, † Do they find some hidden object, buried by you?
look at yours now. On it, find an item, trait, scar, † Do you beg them to pick up your sword?
ability, adjective, or stat. Cross it out. It is no longer
yours. YOU MAY ELECT TO PLAY THIS SCENE OUT,
OR SIMPLY DESCRIBE ITS OUTCOME.
If you do not have a character sheet, instead pick
anything that you know to be true about yourself Be sure to answer:
or what you carry. Know that you no longer have it. † How your character feels, bereft of their torch.
† How their inheritor feels, now lifting it.
Death
KILL YOUR DARLING
Review your table’s safety mechanics SIMPLY WALKING DOWN THE STREET?
before playing this scene. ON AN ADVENTURE?
IN A FIGHT?
IS IT ILLNESS THAT TAKES YOU?
66
The Endings
Keep trading the book around the table until everyone has
gone at least once, or the flashback scene does not include
any other characters. When the scene contains no characters
except that of the current Leading Player, The Flashback ends.
The Apocalypse
A Game For All Players
Who did you try to find? How did you How did you get out? What route
search for them? When did you know did you take, and who could not
that this search would come up empty? follow you there? Pass right.
Pass right.
What did you take with you? What did you wish that
you could have taken with you? Pass right.
Who did you hurt to escape? Did you know them? What are you going
Did you tell yourself they deserved it? Pass right. to do now?
director: Once done, pass the camera right Continue passing right and
to the next player. They become framing scenes this way until you
describe the the Leading Player. return to the Director.
beginning
Find a starting point in your leading player: director:
story. This could be when find what describe the
your characters first met; shaped you last moment
when they first found joy,
camaraderie or comfort in Look at your character sheet Find an ending point in your
one another; when they chose and identify a trait, scar, ob- story, such as the last time all
to stay together instead of ject, ability, adjective, stat, or the player characters were in
move apart. (This does not any other discrete thing on one place; when they realized
need to be the actual first ses- it. (If you are playing a game their work was over; when
sion of your game, although it without character sheets, they chose to move apart in-
could be.) this should simply be some- stead of stay together. (This
thing that you know to be does not need to be the actual
This scene doesn’t need to be
true about yourself.) last session of your game, al-
an exact replica of the original
though it could be.)
moment — it has likely been Tell the story of how you first
some time since that session acquired this thing, or when Find a camera angle that
and your memory needn’t its full capacity was first re- captures this scene like we
be exact. It may not have alized. haven’t seen it before, and de-
even been seen on screen, or scribe this ending point.
Describe how this thing has
that occurred during play.
come to change you, in ways While you do, for each char-
Instead, seek to capture the
big or small. acter, tell in some way big or
emotional echo of the begin-
small how they have changed
ning. Find a camera angle
and how they are still the
that captures this scene like
same.
we haven’t seen it before and
describe this beginning.
THE EARTH
SWALLOWS
TIME
A GAME FOR ALL PLAYERS.
For instance, the Leading Player may choose to focus on a city in which
their character once lived.
When the Leading Player is done describing what has changed, pass the
book to the right. This player becomes the new Leading Player, picking
another prompt and continuing this way, always focusing on the same
place in the world.
End this scene when everyone has gone at least once, or when no one
has anything else to add.
Optionally, you may pick a song to play under your descriptions. End this
scene when the song is over.
76
The Endings
A window is shattered…
A fire comes through…
The mudslide takes the hill…
Moss grows over everything …
Birds build nests in the eaves…
A wall is breached…
A comet streaks overhead…
Tree roots break up the roads…
The river redirects its banks…
Stones crumble into sand…
The sea rises…
Ash circles the globe…
Two asteroids collide…
A star goes out…
Fossils are pushed deep into the mantle…
Sand is compressed into stones…
The atmosphere thins…
The sun expands…
It is cold, then hot…
The mountains are made of marine limestone…
78
Last Shots
Feel free to transition into less game- These can include pratfalls and
focused conversation: what you are slapstick moments (just like real
going to do later, what you are going to bloopers) but also can be quieter or
have for dinner. Fan theories. Will there sweeter moments. These scenes do
be a sequel? What do you want to do not have to have been “on screen”
after this? Are we going to go out for previously during the campaign
ice cream? (though they can be), but rather could
have been things that “were cut” for
Whenever it feels like time, you may
the sake of focusing on the action.
choose to end Credits.
Go around the table until two people
When you reach the final song, that
pass in a row. Then someone comes in
means you are the last people in the
to sweep up the popcorn.
theater. The lights turn on and it is
time to go.
ENDING ILLUSTRATIONS
ADDITIONAL ILLUSTRATIONS
80
PLAY TESTING
TIM PLUMMER (Kabu & Gjarblyll), ANDY PRESSMAN (Isha & Cutty), MAGGIE HAUGHEY
(Harp & Roary), JOEL EASTWOOD, JULIA WOLFE (Johnny Clams), RYAN ALAFRIZ (Balwyn
& Duo), KEVIN LAM (Benathan), JAD KNAYZEH (Plume Citrushorn), ANTONIO REINALDO
(Lirnia), JUSTIN BENAVIDES (Maro), SAM RICHARDSON, MAYA ZACH (Ariasolis), JENNY
NORDINE (Maisie Higgins), GRANT NORDINE, AARON BARRY (Julae Warde), JAKE
BELL (Julius Kiner), BOB CLARK, THOM (Frances), SPENCER JACOB MOORE (Ferguson
Tasmerian), MIGUEL V. MARTINEZ (Chick Pedros), (Cheryl Gruber), DERICK TAYLOR (Tony
Mori), MATTHEW GUZDIAL, GAVIN FREGEAU (Lark the Reticent), DEVIN NELSON (Aoife
Bloodgood), KRIS ALLISON, and BRENDAN MCLEOD.
T YPEFACES
Cover, front matter, back matter: Portrait (Berton Hasebe/Commercial Type) and Atlas Grotesk
(Kai Bernau/Commercial Type) ¶ The Omen: Canela (Miguel Reyes/Commercial Type) ¶ The
Confession (The Lie): IM Fell (Igino Marini) and Freight Text (Joshua Darden) ¶ The Reveal:
Architype Renner (Paul Renner/Foundry Types) ¶ The Revision: Styrene B (Berton Hasebe/
Commercial Type) ¶ The Kiss: Pitch (Kris Sowersby/Klim Type) ¶ Anime Music Video: Times
New Roman (Stanley Morrison and Victor Lardent) and Helvetica (Max Miedinger) ¶ Reverse
Heist: Jean-Luc (Carvalho Bernau) and Univers (Adrian Frutiger) ¶ Wrecking Ball: Favorit Mono
(Johannes Breyer and Fabian Harb/Dinamo) ¶ Take the Fall: Fakir (Bas Jacobs/Underware) ¶
Karaoke Bar: GT Cinetype (Mauro Paolozzi and Rafael Koch/Grilli Type) ¶ 20 Years Later: History
(Peter Biľak/Typotheque) and Theinhardt (François Rappo/Optimo) ¶ Pass the Torch: Runic
Condensed (Monotype) and ITC Garamond Condensed (Tony Stan) ¶ Ride into the Sunset (Alan
Meeks) ¶ I Need Answers: Based on Pitch (Kris Sowersby/Klim Type) ¶ Death: Marian Black (Paul
Barnes/Commercial Type) and IM Fell (Igino Marini) ¶ Tableaux: VCTR Mono (Vectro/Future
Fonts) ¶ The Flashback: Platform (Berton Hasebe/Commercial Type) ¶ The Apocalypse: Neue
Haas Grotesk (Max Miedinger and Christian Schwartz) ¶ Full Circle: Le Jeune (Paul Barnes and
Christian Schwartz/Commercial Type) ¶ The Earth Swallows Time: GT America (Noël Leu with
Seb McLauchlan/Grilli Type) and Portrait (Berton Hasebe/Commercial Type)
81
This book is dedicated to my home table, with
whom I hope to end many more worlds.
Andy, Maggie, Tim — thank you.
82
The Endings