Using a simple class-based 2d6 system, this game allows adventuring craftsmen (and -women) to seek the weird they desire. Members of various crafts guilds, the PCs are sent on a mission to seek weird artifacts that might increase the knowledge of their respective guilds. Although the guilds do not know it, the PCs band together with adventurers of other guilds the better to succeed at - and survive! - their mission. Hopefully they will amicably split up any loot found before returning to their home guilds.
The title comes from a random roll on tables presented to contest participants for inspiration. The author rolled "Craftsmen Desire Weird", which became the inspiration for this game.
Of possible interest to some of you: weird was originally a noun (not an adjective) meaning destiny or fate. Somewhat later it came to mean what I had in mind when writing this game: the supernatural ability to control destiny. Only centuries later did it become an adjective with its current meaning.