Alternative Poison'd Starting Situations

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agony:
Mutiny is brilliant, I love it.  Just have to make sure the Captain doesn't maintain his position.  Perhaps the mutiny is being caused because a member of the crew and beloved friend of the Captain ratted the group out to the Enemy Navy, and the Captain is going to spare him his life.

That ties pursuit and threat to Captaincy together perfectly.

Graham, I've read up on your story-games posts on Bleakworlds and find it quite interesting.  I wanted to initially design my own rules but couldn't come up with anything that Poison'd didn't do better - the embedded themes are just too perfect.



Marshall Burns:
Poison'd hacks are hot. I've been trying to get one together in a Victorian London slum, inspired by Sweeney Todd and The Threepenny Opera, but I haven't been able to get enough players together at once.

Here's the important thing about the starting sitch. First off, remember that the game is centrally about characters who are A) desperate, B) capable of brutality, C) sworn to each other, and D) pursuing goals that are divergent at best and mutually exclusive at worst. (Thanks, Vincent, for that breakdown, by the way).
So, if you stick to that (which you will do automatically if you use the chargen rules), you've got latent conflicts as soon as you're done with chargen. What you want out of a starting sitch is something that makes those latent conflicts impossible to ignore without a cost. And typically the best costs here are A) an escalation of desperation, B) using your capability for brutality and/or being the victim of someone else's, C) failing to fulfill a bargain (willfully or otherwise), and D) losing a chance at your goals, if not the possibility of attaining them altogether.

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