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Description
I Have the High Ground RPGLets face it: dueling is sexy. But do you know whats sexier than combat? That slower, higher tension duel that occurs before any damage is donebefore any blow is even struck. The duel of word and wit, of melodramatic motion and threatening maneuvers. I Have the High Ground is a short collaborative roleplaying and storytelling game for 2 players about that kind of duel. It's GM less and genre neutral, and takes 1 2 hours to play. Using game mechanics
Let’s face it: dueling is sexy.But do you know what’s sexier than combat? That slower, higher tension duel that occurs before any damage is done—before any blow is even struck. The duel of word and wit, of melodramatic motion and threatening maneuvers. I Have the High Ground is a short collaborative roleplaying and storytelling game for 2 players about that kind of duel. It's GM-less and genre-neutral, and takes 1-2 hours to play.
Using game mechanics inspired by competitive fencing, players choose moves in secret. After their choices are revealed, the winner takes the opportunity to flaunt their bravado or to perform subtle acts that leave a dramatic and imposing quiet in their wake. Your game is not an action-packed fight to the death but rather a portrayal of the slow, smoldering tension between two people about to risk their pride, their reputation, or even their lives.
I Have the High Ground also encourages players to ask: what exactly is a duel? You might be knights or fencers with your blades crossed for sport or mortal combat. But what if you were hackers vying for control of a contested server? A murderer and the aggrieved loved one avenging their victim? What if you’re assassins and ex-girlfriends, or in a boxing match, or bar fight, or even just a school talent show? So, who will you be? What will you do? There’s only one way to find out.
Pick your weapons, push the limits, and whenever justifiable: flourish your capes.
The Game
I Have the High Ground is mechanically light, with a rulebook totaling to only 24 pages. It's GM-less and intended for one-shot play. It can be played in any genre, and even adapted to use characters from an existing campaign—it's a great way to zoom in on a tense, pre-battle scene from a game in another system.
The mechanics in I Have the High Ground are inspired by competitive fencing, and each round, players choose in secret to thrust, feint, or parry. The moves are arranged in a rock-paper-scissors triangle, where thrust beats feint, feint beats parry, and parry beats thrust, scoring one point for the victor. These moves do not, however, translate to the bloody jabs of a sword. Instead, they help structure the narration that follows: thrusts resolve to vicious insults or imperious gestures, feints into provocative bait that incites opponents into emotional vulnerability, while parries resolve as cunning repartees. When one player reaches 9 points, their opponent is defeated, and the loser is forced—in a shameful outburst of emotion—to use their weapon and strike the blow that begins the ensuing battle!
Storytelling
The mechanical victory provides inspiration and structure for the narration that follows, shaping the story players tell about the exchange. The rules establish who gets the narrative "last word" and how players negotiate their actions so that the loser gives the victor a satisfying chance to demonstrate their victory. In the end, I Have the High Ground is a collaborative game. Players are expected to help each other tell the stories they want to tell, treating losses as an opportunity to show their characters weaknesses and demonstrate their opponent's strengths.
Character and Setting Creation
In its unique setting and character creation system, players proceed through a combination of open-ended prompts and pre-written options designed to ensure that each character develops into a dramatic foil of their opponent. Players establish a history between their characters, whether that be “rivals”, “ex-lovers”, or both, and select narrative advantages—like the “the high ground”, “superior fashion” or “to be your opponent’s exact type.” Which player selects first depends directly on the most important mechanic: the cape rubric. The player with the finest cape chooses the section of character creation in which they will receive first pick.
Testimonials
"I don't know the last time I've played a game as electric as I Have the High Ground. Every roll, every turn, every action came dripping with drama, panache, excitement and energy. It was thrilling, beginning to end. I can't wait to play again."
— Jeff Stormer, of the Party of One Actual Play Podcast
“Jess is a game designer after a feeling—what might be a fleeting taste, a cloying fragment, a single thread that becomes her art’s raison d'etre. I Have the High Ground is exactly this, the expertly observed, distilled, and supercharged work that makes you feel the cape on your back and the rapier in your sheathe. It is taut, fast, and fucky, demanding to be played. So. Play it."
— Will Jobst, creator of This Discord Has Ghosts In It, cohost of the Brain Trust podcast, editor of I Have the High Ground
"We had a ton of fun [playtesting]! The major thing we got from the game was that it is extremely romantic."
— Kathleen Hyslop, of the Chicks with Dice Podcast
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4.1 ★★★★★
Based on 26 reviews
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Product Reviews
★★★★★ 3
Slightly repetitive but I did love some things
Format: Kindle
I love this type of story. And omegaverse is one of my all time favorite genres. But there are a few things that pulled me out of my enjoyment while I was reading. It was repetitive at times as well as struggled with telling not showing. So we didn’t always feel like we were experiencing things with the main character. There were also some plot holes but they may still be answered in part 2.
Now this isn’t to be said I didn’t enjoy parts of the story. I loved the almost instant love between Mila and Oliver. And how he started changing around her.
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Reviewed in the United States on February 15, 2024
★★★★★ 5
delightful read
Format: Kindle
What a delightful read. The characters are awesome, the plot was so good, I loved it. I was intrigued and it kept me wanting more. Told in multiple pov, the book sucks you in and doesn’t let go. I cannot wait to read the next book.
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Reviewed in the United States on January 30, 2025
★★★★★ 4
not bad
Format: Kindle
I loved the plot of this book. The characters just didn’t have a lot of depth. The connections and “love” just weren’t communicated very well in the writing. The author didn’t write the sweet psycho trope very well at all either. Lachlan was just a mess of a character.
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Reviewed in the United States on November 17, 2023
★★★★★ 5
A Beta Worth Rooting For
Format: Kindle
In Spare, Violet Fox flips the omegaverse on its head, giving us a Beta heroine determined to make her mark. Joining the Beta Trials to support her sick father, she's thrown into a pack that doesn't want her, especially the possessive Alphas.
But here's the twist: their sweet Omega turns out to be her scent match. Cue the angst, forbidden tension, and a slow-burn romance that will make your heart ache in the best way.
Violet Fox delivers an emotional, refreshing take on the genre, proving Betas aren't "spares." They're stars.
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Reviewed in the United States on January 10, 2025
★★★★★ 5
Beta, Alpha, Omega oh my!
Format: Kindle
Omegas are precious and given to Alphas & their packs... but the Betas want in too. To this end, the Beta government is rolling out its trial of assigning a Beta to each Alpha-Omega pack. But forcing a Beta into a pack where they are not wanted will not end well... Of course, no one expected the Omega to fall for the assigned Beta. Great read and cliffhanger
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Reviewed in the United States on February 15, 2025
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