Parties of characters in the Noir Gambit system are linked by their desperation. They all have the same drive for something unattainable yet needed; their thirst is both the fuel and flame that drives them. In the setting of Porte Noire, the characters know they are dead (or are dying). They know that somewhere in this forever-night city they can find a miracle: their dying wish that they could never find in life. When the players find each other, they know they are all looking for the same thing. Not in specific detail, but in overall detail. They align themselves selfishly and gamble with their souls, memories, sin, and virtues. Over the course of a campaign the players will lose a lot of who they are in order to find something they may not even truly want. And this has to be made mechanical. The Noir Gambit system will use Gambler's Playbooks instead of classes. This isn't quite like *World games (like Apocalypse World or Dungeon World) because your playbook isn...
Porte Noire, A City for the Dying
Where the dead gamble for their death wish.