Author: Clinton R. Nixon
Version: Development
Copyright: 2007 Clinton R. Nixon
License:This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 2.5 License. To view a copy of this license, visit or send a letter to Creative Commons, 543 Howard Street, 5th Floor, San Francisco, California, 94105, USA.

What is Inuma?

Inuma is a treasure-box. Inside this box are worlds to discover. You and your friends will use the tools in the box to discover these worlds, and play out the deeds of the heroes and villains in each world.

Design notes about Inuma

What's the goal?

Inuma is specifically designed to take the imaginative and story-building bits of role-playing games and combine them with improvisionational tactics and fey color in order to facilitate shared story-creation. It is not intended to appeal to traditional role-players, although it is intended to appeal to people dissatisfied with role-playing.

The components

The components are specifically chosen to not look like traditional RPG components, with a specific restriction against any numbers on the components. These components are intended to feel like a magical device that opens a gate to another land.

The components are:

  • 20 wooden cubes, painted with three colors on each (red, blue, and yellow)
  • 80 colored glass stones, 20 of four different colors (clear, red, blue, and yellow)
  • 2 4.25" x 6.875" rulebook, each small (The Red Book and The Yellow Book)
  • 3 4.25" x 6.875" books to record game play in, one an example (The Blue Books)
  • some character sheets, also 4.25" x 6.875"
  • a wooden box to hold all this

How this differs from an RPG

No character ownership. Not all characters are in each game. Anyone can play any character. All characters are made up by the group as a whole.

Protagonists, antagonists, and supporting characters are all playable. These three character types are all playable, and all have their own unique ways of interacting with the system, so that they are all fun.

No centralized authority in the traditional sense. There is no GM. Each session has a host, who is responsible for organizational bits, but the gameplay happens collaboratively.


The idea of creating a world from sources, elements, and themes is derived from Emily Care Boss' Breaking the Ice.