Forum changes: Editing of posts has been turned off until further notice.
Started by Christoph Boeckle, September 18, 2006, 11:44:20 AM
Quote from: ArtanisFrom there, we narrated scenes in turn, inventing each time a clue that we would write on a sheet, and inviting the other players to add a troublesome trait to our character's background.Sample clues included: a mysterious and beautiful Italian lady, a secret passage under the fountain, books were robbed from the cardinals personal effects, a pendulum was found on the floor of the cardinals room (a drama point for me, because of the supernatural implications), ...Some of the more problematic traits: Madame Mathilde is a "courtisane", Henri is the illegitimate son of a noble who he had assassinated years ago, the bishop hates "Italians"...
QuoteAs you may not see immediately from these trails, incoherence arises, and not all can possibly be true, at least not unless some more information is gathered.That's why there is an interrogation stage, were each character is asked a question by another player (whether he plays his own character or not is up to him). The player answers as he sees fit, in order to resolve an incoherence between two trails accusing his character.
QuoteYet, narration is a bit arid, very factual, and scenes often don't really go together until the end where one retrospectively understands why they made sense.I was wondering if those who have played Bacchanal felt the same way. Perhaps there is something I could learn from this game, since there is a lot of solo narration in my game as well, opposition stemming from a higher level (the way the scenes are connected later on).
QuoteMy friends and I enjoy this game a lot: it is fast paced (all this just lasted two and a half hours), to the point, involves dramatic characters who must account for their actions, etc. It's very scalable (one session featured 7 players) and easy to play (I'm considering playing this game with my aunt who loves mystery novels; a thought that had never crossed my mind before with an rpg).
QuoteThat's where having NPCs or even other PCs played by the remaining players could become a source of inspiration for the traits, tying them into at least the context of a scene (which by the current rules isn't mandatory).