Double Double
A downloadable game
DOUBLE DOUBLE is a solo journaling RPG about hitchhiking across Canada with an instrument you can't afford to lose and no money to speak of. You travel by thumb. You survive by playing. You write about what the road does to you.
This is not a game about hitchhiking. It is a game about what it means to be invisible — and what happens when you make yourself visible anyway. Every time you open the case, you are choosing who you are and who you're asking the world to see.
The game does not editorialize. It documents.
THIS PAGE INCLUDES TWO PRODUCTS
DOUBLE DOUBLE — Trifold Edition
$1 or pay what you want
The entry point. One session. One road. Kingston to Barrie on the 401 with a battered electric guitar, a ten-watt practice amp with a busted corner, and no money.
Six 2d6 tables covering who stops, what happens in the car, where you land between rides, what the road offers, what you play, and how you finally get home. A dual-resource system tracking Kilometres and Visibility — how far you've travelled and how legible you look to a stranger at fifty metres. A Busking Roll that puts your instrument at the centre of every survival decision. Gender modifiers that reflect how differently the road reads a man, a woman, and a non-binary traveller.
And the Double Double rule: roll two 2s on any 2d6, and someone stops who has no reason to stop. They're going exactly where you're going. The Double Double can also arrive without the dice — when the fiction has earned it, when enough kindness has passed, and enough road has been travelled, the road delivers. You'll know.
The setting is contemporary Ontario. Tim Hortons parking lots. OPP cruisers on the shoulder. East Indian truckers in Kenworths. Retired couples in Buicks who pull over and then change their minds. Legion halls in towns where the door is open at 11 AM and one of the old guys played guitar once. All of it documented. None of it editorialized.
Format: Print-and-play trifold. Two pages, 8.5×11 landscape, black and white. Folds to a six-panel game you can carry in your case.
You need: Two six-sided dice. A journal. One to two hours.
DOUBLE DOUBLE: THE LONG HAUL — Gamebook Edition
$5 or pay what you want
The full love letter. Three routes. Eight to sixteen sessions. One hundred reasons to be on the road. The same engine, opened up until it contains Canada.
Where the trifold is one night on the 401, The Long Haul is the whole country. Variable instrument — electric guitar, fiddle, banjo, voice only. Variable origin. Roll the D100 Why You're Travelling oracle before your first scene and find out why you're really out here. Then choose your route.
Route West — The Dream Run. Toronto or Ottawa to Vancouver, Tofino, or Victoria. Trans-Canada Highway 1. The Shield, which is not pretty. Winnipeg. The Prairies, which are a test of endurance, not a backdrop. The Rockies, which are genuinely overwhelming. Vancouver, which will not save you.
Route East — The Roots Run. Toronto or Ottawa to Halifax or St. John's. Through Quebec — a different language, a different relationship with the road. New Brunswick is the most underestimated province. Nova Scotia, genuinely beautiful and genuinely broke. And if you make the ferry to Newfoundland, which deserves its own oracle. It gets one.
Route North — The True North Run. Edmonton or Whitehorse to Inuvik, NWT. The Alaska Highway. The Klondike. The Dempster, where the pavement ends and the gravel begins, and the towns stop. The Arctic Circle. The end of the road. Not recommended as a first route.
The D100 Why You're Travelling oracle has one hundred reasons across seven categories: Running From, Running Toward, Following Something Lost, Obligation, Pure Momentum, Music-Specific, and Someone Else's Emergency. Roll or choose. If you choose, choose the one that makes you least comfortable.
Route-specific modifier tables for Weather, Town, Community, the Respect table for Indigenous community encounters, the Language table for Quebec legs, the City table for major urban arrivals, and The Rock for Newfoundland. The colonial history is in here — in the Respect table, in the North route, in the land under every highway. The resource-town decline is in here. The immigrant labour holds the supply chain. The housing crisis. The drunk driver who's actually friendly. The Legion halls. The specific smell of a Tim Hortons at 6 AM. The beauty and the ugliness are in the same country, and the game knows that.
Format: Expanded gamebook. 8.5×11, print-and-play PDF. Approximately 60 pages.
Sessions: 8–16, depending on route and pace.
You need: The trifold (included with this purchase at no extra cost), two six-sided dice, a d10, a d12, a d100 (or two d10s), and a journal with enough pages.
An unabashed, unvarnished love letter to Canada. Warts and all.
| Published | 1 day ago |
| Status | Released |
| Category | Physical game |
| Author | Jgesq |
| Tags | canada, ethnography, First-Person, journaling, Life Simulation, serious-games, Solo RPG, Tabletop role-playing game, writing |
| AI Disclosure | AI Assisted, Graphics |
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Development log
- Double Double is Canada1 day ago







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