Also the game system sounds quite fascinating!
I wish it existed so I could play it! From what I remember, the setting was a kind of X-Files sci fi/urban fantasy thing with secret societies and covert government agencies researching magitech type things. Everyone rolled up a character with relatively “normal” kind of RPG stats, physical and mental attributes and various abilities. (Mine was a technosorceror type, Anna’s was a hacker, Kylie’s was a fashionable YouTube personality active in the memewars, Joshua’s was a politician on the run, Kai’s was a CIA mole, and Jesse’s was a supersoldier who’d been injected with an experimental shapeshifting serum.)
The way it worked was that you picked a situation deck for a particular game module and started playing. You would pull a scenario card, between one and four setting cards, and then, at various intervals determined by other cards and by dice, situation cards that might be enemies (enemy technohacker, security guard), obstacles (a hurricane, a power outage, etc.), or events (an accidental injury, an enemy uses their tech skills to find you, you’re attacked by nanites). You also draw cards of your own, of various kinds–usually positive (you stumble upon a useful piece of information, you gain a beneficial tech implant, you gain access to a medical clinic)–but sometimes more ambiguous (you make an ally, but they may require a favor of you in the future; you find a safehouse but don’t know how safe it really is).
So you might pull the scenario card “Memewar attack,” the settings cards “online vidspace” and “underground CIA laboratory,” and then a succession of scenario cards that might include things like “private security goons,” “brainwashed shapeshifter supersoldiers,” “aggressive nanites,” and “freak lightning strike.”
You could address situation cards either with your character’s inherent skills or by playing your own personal cards. So if you were attacked by brainwashed shapeshifter supersoldiers, you could attack them using your attack abilities, you could use your mental abilities to try to de-brainwash them, or, if you had the right card, you could play the “corrective nanites” personal card to remove their shapeshifter powers. (Although you might run the risk of accidentally de-supersoldiering your own shapeshifter, at which point you’d better hope you’d remembered to play your “Clinic” card to cleanse the nanites from his system. And so on.)
Without a gamemaster (well, until the mysterious Gamemaster appeared in the dream, but), the game was less a story than a constant improvisational routine with stats–you could get XP for integrating your cards in a way that was emotionally satisfying and that furthered the story. Sure, anyone who turns over the “freak lightning storm” card can just say “And then there’s a freak lightning storm!”, but you gain more points if you spin up a justification like “the experimental hypertesla coil on the roof discharged due to our messing with the computer systems, and so, freak lightning storm!” If someone then used the technosorceror skill Techblock, they’d get more points for saying, “My connection to the lightning elementals gave me advance warning, and I crouched down and put up a techblock around our computers” than if they just said “Roll for techblock.” The XP can then be used to either buy new abilities or to buy more personal cards–people who like a sure thing buy abilities, people who like to play fast and loose buy cards.
It’s basically gaming as an emergent, collaborative property. I wish I was able to write game mechanics in a way that would make it work, because it sounds like SUCH fun. (At least, in absence of mysterious Gamemasters and frightening real-world consequences.)