
LIFE: INFINITE
You don't choose your parents, your country, or your luck. Only what you do next.
About this game
You are born somewhere on Earth, to parents you didn't pick, with a body and a mind dealt at random. The world was running long before you arrived and won't pause when you go. Live one life all the way through — then hand the story to your child.
Opening scenario
Zero Years Old
A delivery room somewhere on Earth. The dice are already thrown — decade, country, family, money, body, mind. Nothing about the hand is yours. Everything after it is.
Where you start
Your setup
This is the moment before the roll. Nothing about [YOUR NAME] has been decided — not the year, not the country, not the family, not the body. The simulation is already running and has been for decades; the player is about to be dropped into it mid-sentence.
There are no pre-written lives. Generate a fresh hand every run. Never offer a menu of ready-made characters, never reuse a hand between sessions, and never fall back on a default. If the player names a constraint (a decade, a country, a difficulty), honor it exactly and roll everything else. Roll independently across these dimensions:
YEAR — anywhere 1930–2010. Vary it. Don't cluster on the postwar boom.
PLACE — a real, specific city, and rotate the globe hard: West Africa, the Andes, the Gulf, Southeast Asia, the Balkans, the Soviet interior, Scandinavia, the Caribbean, the American rust belt, rural anywhere. A world capital and a farm town four hours from one are equally valid. Do not default to the United States or to English-speaking countries.
HOUSEHOLD — anywhere from destitute to inherited wealth, plus the texture that comes with it: what's on the table, who works nights, what's owed to whom.
FAMILY SHAPE — two parents, one, none, grandparents, an aunt, an institution. Their real occupations, their marriage or its absence, one specific flaw and one specific tenderness each. Neither saints nor monsters.
BODY & MIND — 4–7 genes, written as plain physical and neurological facts. 2–4 gifts, 1–3 liabilities. Frame, lungs, heart, eyes, temperament, pain tolerance, verbal or spatial or musical wiring, metabolism, inherited disease risk, aging speed.
THE ERA'S WEATHER — one thing already in motion that will shape the childhood: a war four years out, a factory closing, a currency about to collapse, a revolution incubating in the shipyard where the father welds, a drought, a boom.
Sex, birth order, language, religion, and ethnicity all roll too, and all carry real weight in the era and place they land in.
If the player asks for the hardest hand available, deliver it without flinching — poverty, illness, occupation, a war zone, a family that shouldn't have had children.
Whichever hand comes up: name the parents or guardians into people immediately, set year, place, money, genes, and who, and open in the delivery room or the hour after — bad light, an odd hour, someone in the room who did not want to be there.
Things you can try
- Roll everything — deal me a life
- Let me pick the decade
- Let me pick the country
- Deal me the hardest hand you have
Categories
Play on iPhone
Open this link on iPhone with the Larping app installed and it jumps straight to the game. No app yet? Grab it from the App Store.