[Innommable] how to make theme exploration prevalent ?

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Christoph Boeckle:
Hello Ron

Thanks a million for this archive-digging! This reading is putting me in the right frame of mind to tackle the issues I have with my design. I've got to digest this somewhat. I tried to find Le Mon Mouri (without the text, it's impossible to follow the technical points), but Memento Mori doesn't have a page for it any more, and googling and Noble Knight Games cannot seem to help me at all. If anybody sees this message and has a solution to my problem, please PM me!

Frédéric (Demiurge):
Hi, I think I've found a way to make those kinds of dilemma come more often.

1. When awful threats come, they should be consequences of previous choices of the player. (Actually, there's a mechanical coincidence, but no fictional relation).

2. Then, there already are elements for good dilemmas : the PC; what is most important to it; temptation to use forbiden knowledge; every little stake driving each conflict.

If we could combine all of these elements with the consideration of the first point, it would be perfect, I'm going to work at it.

Ron Edwards:
Hi Frédéric,

I apologize for the delay in replying with such a simple answer, but I have little to add except "yes."

Well, maybe a little bit more. It is useful to consider whether, at the start of play, adversity primarily originates outside the characters or from their own back-stories. If it's the latter, then the GM has an easier task: to play NPCs close to the characters, and to ask "what do you do?" a lot. If it's the former, then a certain amount of work must occur pre-play in order to understand how the player-characters may already be in a difficult situation.

Which do you think is more appropriate for your game?

Best, Ron

Christoph Boeckle:
Hello Ron

Frédéric and I decided that I'd respond to this. Clearly, Innommable is Setting-first. The GM has some preparations to do, and he gives guidelines for character creation. Character creation is then very light (a name, a quick description, something which is essential to the character) and we hop off into play without knowing really who these gals and guys are and what makes them tick. The GM however has prepared a situation to throw at them (in this regard it is not unlike a town in DitV procedurally speaking.) The Monologues and confrontations with the supernatural are supposed to reveal what these characters really care about.

Discussion with various testers (including Frédéric via this thread) seem to indicate that I should give clearer guidelines for the GM to frame meaningful conflict, and that means creating meaningful supernatural adversity (the cultists are what they are (ambitious and ignorant humans), but the "ancient god" they will summon should somehow exacerbate the fears and question the beliefs of the characters). Reading the threads for Violence Future and Le Mon Mouri showed me that extreme violence and amorality should be used towards a purpose, and I'm in the process of formulating guidelines (if not outright procedures) for GMs to follow.

The threads concerning kill puppies for satan attracted my attention to the resolution process, which is still unclear regarding IIEE, at least in the text. Moreover, the outcomes of resolution are probably too important in case of failure (which can become quite prevalent when the GM plays hard), so that players will rightfully tend to shy away from conflict. The resolution process is also quite whiffy if one doesn't go for rerolls and sacrifices, exacerbating the reluctance of players to go into conflict.

Did you have more in mind regarding the character first or setting first approach to preparation, Ron?

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