[The Eye in the Pyramid] Ronnies feedback
David Berg:
Changes from the first draft:
Connections are explained in greater detail.
The system of endangering the characters has been removed.
Choosing the next (and ultimate) conspiracy is now based on tokens rather than luck.
happysmellyfish:
Quote
I'll just need the right spatial arrangement, so that the Element at top left can be connected to the Element at bottom right without cutting through all the Elements in between and making a big mess of things. Ugh. Any thoughts on that?
I guess there are two options with something like that.
The first is to ignore the problem entirely. Sure, the crazy maps look crazy and hardly anybody can understand just what's going on, but isn't that sort of the point? Maybe really unhinge the narrative even furth, and decide there is NO correct way of interpreting the "map". Anyone can look at it and run sort of relationships they can find. It's a rorshach test (sp?).
The second is to incorporate the problem. If it's not possible for the group at the top left to directly connect with the group at the bottom right, you just need an intermediary. This would look nice and be thematically appropriate to the genre. So maybe you want the Bank of America to control the Israeli Airforce - but Hollywood is in the way. No problem, the Bank control Hollywood, which in turn controls the Israeli Airforce.
The second option is what I'd shoot for, particularly if you want to build a little more coherence into the stories. It also builds a hierarchy into the groups, where stuff at the centre must be higher up in the conspiracy. Man, that would be great.
Of course, this is really just a roleplaying version of Illuminati: http://www.indie-rpgs.com/forge/index.php?action=post;topic=30958.0;num_replies=10
happysmellyfish:
Damn! Copied the wrong link: http://en.wikipedia.org/wiki/Illuminati_%28game%29
David Berg:
Whoa! The Illuminati boxed game and CCG both sound super fun. I'm now sad that I'd never heard of those and don't know anyone who plays them.
Your idea of "connect intermediates" fights with my desire to have the connections stem solely from the characters' theories and experiences in play. "Make a big mess," on the other hand, may not be half bad! Once I nail down the chip mechanics, I should give that a shot.
Ron Edwards:
I quite like the "make a big mess" option as far as sticky notes and connections are concerned. My impression is that that is, indeed, part of the point.
Best, Ron
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