Introduction
The Worst Days is a Tabletop Role Play Game about the terrors of being young and the horrors of being confronted with supernatural evil. It’s a game where social conflict is often more prevalent than physical combat, where archetypes are both embraced and challenged, and where Aristotle gets to chime in on how people see the world. The Worst Days combines the existential horror of being young with the dread of facing unnatural monsters, cults, and faceless forms in the dark. It embraces teen and young-adult tropes from the 1950’s to the present, mixes them with time-appropriate settings, and unleashes everything from science experiments gone wrong to ancient evils against people who are trying desperately to figure out who they are. 
Living Worlds
The Worst Days  creates settings in which players can move around and encounter a world that doesn’t revolve around them. They are not the great heroes that draw all of the attention to themselves. They are average people stuck in terrible situations. Therefore, our planned adventures will be released with extensive timelines, maps, and charts for the locations of each adventure. They will allow the Game Master to quickly know where and when events are happening that the characters might come across, while leaving plenty of room for the GM to improvise, plan, and create their own stories within the settings provided. As most adventures in The Worst Days take place over a single day or night, GMs will be able to consult timetables in the adventure books to know where and when the evil will strike, as well as what places are safe, and what NPCs are present.

As well, each adventure provides a couple of alternate scenario setups to allow for multiple play-throughs that don’t just cover the same territory over again.
Mundane Horror and Supernatural Evil
The Worst Days is designed to bring players into a familiar world of social problems, identity-seeking, and uncontrolled passions. From concerts to malls to the drive-in, common haunts for young people will create settings for social interactions, conflicts, and geek-outs. Adventures are designed to bring players into the lives of their characters without any reference to the supernatural. They will confront the difficulties of conflicting goals, values, and abilities, as well as the discomfort of losing social interactions that may lead to their character doing something they hadn’t planned on.  All of this forms the beginning of every experience of The Worst Days.

It is only after characters, friendships, and conflicts are established that the horror of the game comes in, interrupting the otherwise mundane lives of the characters. Because of the “living worlds” concept of adventures, this may happen sooner in some adventures than later. As the vampire’s forces march across an island, the cult’s influence spreads throughout the music festival, or the alien parasites take over the security-guards in the mall, characters may cross paths with them at different times depending on where they choose to go or what they choose to do.
Archetypes and Greek Philosophy
The Worst Days embraces young-adult archetypes such as Jocks, Geeks, Artsy kids and Spoiled Brats. But it mixes these up by giving characters the ability to express their worldviews through Concerns. Concerns express what a given character thinks is important about the world, whether that’s money, sex, authority, or one of several other options. Within a single Concern are two tracks that a character can go down. If a character is concerned with Money, they might think that it’s the solution to everything or the root of all evil. By pursuing one of those tracks, the character becomes better at it, but also becomes worse at interactions with the other track. So, if you’re in love with money, you do better at social interactions surrounding money. But you also do worse in social interactions where people are trading their skills for something other than cash.

The Concerns system is designed to hint at the philosophy of Aristotle who believed that pursuing a particular route in ethics will both strengthen you in that practice and make it harder for you to do the opposite. So, a person who lies all of the time will have a harder time telling the truth, and vice versa.

We wanted to try to model this in an RPG, especially one in which social interactions are at the core.