Vulpinoid's Game Thread

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dindenver:
Mike,
  When I read your post about desert nomads and alchemy, of course, I thought of Full Metal Alchemist. When you went on to talk about community, spirituality and alchemy, I thought of the Buddhist path of enlightenment and Chinese alchemy.
  Inspired by that post, I suggest a 5-part quest arc:
1) Community - Your community needs something to survive and you need to close your ties with the community in order to grow spiritually
2) City - The City needs to be healed and so does your mind.
3) Desert - The desert needs to be explored, and so does your soul
4) Dreaming - The dreaming needs to be restored and so does your connection to the world
5) Journey - Did you make this Journey ofr the world, or yourself? Do you spread the Alchemy, or advance it?
  It doesn't sound exactly the way you wanted to go, but I thought if I shared it, it might inspire you to come up with a cooler structure for your game.

  Also, you have totally inspired me to make a FMA game!

Vulpinoid:
If you like it, and if you think it's possible, I give you full permission to write up a FMA hack of my game once Game Chef is over.

At this stage, I'm still deciding on the actual story arc progression for the game.

dindenver:
I was suggesting the 5-part story arc for your game actually. But I think you can do the first 4 parts independently, but it seems like the 5th has to be last for it all to make sense.

Vulpinoid:
I'm going to adopt this cycle as a long term experience path for the characters in the game.

But with that in mind, I've got two options...

1) There are six circles around the character sheet, indicating degrees of spiritual attunement/enlightenment. The first is instantly available as it represents a characters ability to step into the dreaming. The remaining five could be achieved by completing each of the five steps indicated (one per session, if you can justify it through events you've participated in). In this way, it takes a minimum of five games for a character to become a master of spiritual ways. Once they reach this point, a character must decide whether to ascend to the spirit realms and become a totem or ancestral protector...or stay with a tribe of people and become their shaman. Either way, this character's story has reached it's conclusion.

2) Otherwise I could use the first and last parts of the story arc, as a set-up and a resolution, then I use any of the middle three. The middle path chosen determines an advantage gained by a character. As an example, a character following Community-City-Journey path would gain a bonus to "city" related spiritual actions. In this way, a character could end up being focused in dealing with a specific type of spiritual group, or they could spread out their development to be a jack of all trades in their spirit dealings.

I'll start formally writing up other parts of the rules today...hopefully while I'm doing that, one of these options will interface well with another part of the game (and that will make the decision for me).

dindenver:
Mike,
  Awesome, glad I could help. Maybe you should find a key setting element that symbolizes each step of the journey. Like if the steps are:
Inner purity
Outer purity
Inner harmony
Outer harmony
and
Spiritual communion
Then you link those to elements of the setting
Like
Solitary dreaming
Communal dreaming
The ruins of the city
The desert
and
The community

Like I would go for:
Inner purity - Solitary dreaming
Outer purity - Communal dreaming
Inner harmony - The desert
Outer harmony - The ruins of the city
and
Spiritual communion - The community

  Or something like that.

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