RPGaDay2026 – Distance
I hope that the little story yesterday and the concept outline offered a little substance for the concept of the Dead Letter Office as a Genre Setup for Sanction.
Today, we cover the Distance between an idea and some actual gameable content with the three Rs:
Resources, Routes, and Rivals
Resources
If you’ve been following along this month, or you’re familiar with the business of Genre Setups, you’ll know that we kick off with this trio of elements that allow the Characters to deal with the Challenges that they face.
If you’re not familiar, pick up a PDF of Sanction right away and we’ll wait here until you get back. Start on page 13 and read through to 16 of the Sanction Core Rules.
All Characters in Dead Letter Office use Fortune, Distance and Familiarity to deal with the Challenges they face and the rivals they seek to overtake and outplay.
Fortune represents instinct, coincidence, improvisation and the strange serendipity that surrounds the Post. Fortune gets you onto the last bus, makes someone leave a window unlocked or means the thing you put in your pocket this morning happens to be exactly what you need. Fortune gets you an opportunity.
Distance is your capacity to overcome separation. It encompasses physical action, travel, pursuit, navigation, and endurance. Distance is not simply how far can I go? but what can I overcome to get from here to there? Distance gets you there.
Familiarity is recognition, understanding and connection. Reading someone, making friends, noticing that something doesn’t belong, grasping customs or realising you’ve seen that handwriting before. Familiarity tells you what you’re looking at.
For those looking at the Core Rules, this trio align, roughly, to Willpower, Physical, and Mental. They’re not in the same order because the RPGaDay2026 prompts are not in the right order1. However, I would suggest that, similar to The Agency and Genres posted here in the last couple of weeks, Dead Letter Office seeks to interfere with the world in a way that doesn’t align with ordinary character interactions. These Resources ask what you want to achieve and how, rather than just hitting something or getting a bad feeling.
- Thanks to the organisers of the event for providing a compelling platform for creativity. I have sensed a little resistance to the obtuse and single word prompts this year (and the notion that you might go down a road of character generation or orientation), but it worked really well for me as a basis for creative experimentation. Any more than a word would probably have just led me down the old trails we’ve all visited before.
Routes
The heart of any Route is delivery. You cover the distance to make a difference. You’re not out for a fight, to diffuse a threat, or to battle a bad person (but, see below). You’re seeking out the recipient for a packet, parcel or letter that never would have otherwise reached that destination.
A Dead Letter might therefore generate a structure of
- Item – define the appearance of the payload, so to speak. Sometimes, a package will ne quite plain and innocuous, but something returned many times may present a story all of its own along with a range of battle scars
- Route – Characters might have the opportunity to spend a moment in research before they give in to the pull of the post and pass through the doorway to… somewhere
- Recipient – most post has an indication of the target for delivery, though this varies
- Problem – inevitably, in following the Route, one or more problems present themselves; there will be reasons why the item got returned and those might persist or things might have escalated further
- Delivery – once handed over, we have an opportunity to find out more, or perhaps not. Delivery might not actually mean handing the item over, but simply placing it at a specific spot or fulfilling some plan or promise
Adventures should be filled with mystery rather than merely errands. You’re not on a quest, as such, but seeking to fulfil some aspect of a promise.
Some Dead Letters
Roll a 1d6, choose one, or create your own Dead Letter.
- A well-worn parcel wrapped in brown paper, posted in 2026, and visibly containing a child’s teddy bear. Its address identifies a farmhouse in Yorkshire 1940. The recipient is an eight-year-old evacuee who disappeared that winter.
- A neatly written note in an Airmail envelope, littered with dirty fingerprints—either mud or blood; possibly both. The letter written by a First World War soldier is addressed to his daughter. The head of the first sheet of paper bears the year 1987. As of the date on the letter proper, the soldier had no children and there are none on record.
- A quilted envelope containing a VHS cassette. There’s an address on the outside, but the place identified hasn’t been occupied since the inhabitants abandoned it in 1924. The label on the cassette is marked URGENT in all caps, in red biro.
- A solicitor’s envelope, addressed to a woman currently serving on the DLO team, but dated in the mid 1970s. There’s a standing regulation that Dead Letters must be delivered to the recipient in situ and that all measures must be taken to ensure that the integrity of reality and the timeline be respected and maintained at all cost.
- A Christmas card. The missive needs delivering to a house where the same family has celebrated Christmas Day continuously since 1872. Research, whether before or after heading out on the Route, finds that the family is still around at this same address and there are pictures of them, scattered over the decades, suggesting they have never aged, but no big deal seems to be made of it.
- A parcel with a label smeared and stained beyond recognition, overstamped with a very legible instruction: Return to Sender. Nobody at the DLO knows who the sender is nor the recipient, but delivery is inevitable and the Route lies beyond an unanticipated door.
Rivals
If you watched the original broadcast of Quantum Leap, you will know that Sam and Al had rivals that wished to see their work undone. Well, somewhere within the greater postal bureaucracy is another department. The Returned Letter Office, or simply Returns.
Their philosophy is opposite to the DLO. While the DLO believes that communication creates an obligation—what has been sent should arrive—the RLO believes that some messages failed to arrive for a reason.
History contains innumerable moments dependent upon ignorance, misunderstanding, missed connections and messages arriving too late. Correct every failure and you don’t heal history. You unravel it. Returns intercepts, redirects and destroys Dead Letters.
Its staff aren’t monsters. The agents of Returns have a job to do, a role to play, and a set of written operational regulatioins that they seek to follow to the letter. To their minds, the Characters are the problem and dangerously irresponsible.
There are no goodies and baddies here. Both sides can be right. You have the option to pursue a meta plot where the Characters try to find out more, though this might be a big mistake. Should they make progress, they may uncover that somewhere above both organisations sit someone—or something—considerably more troubling than mere Upper Management.
What’s the greatest Distance your character has travelled to fulfil a promise, an objective, or a quest? I look forward to reading about it in your RPGaDay post.
#RPGaDAY2026
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