[Game Chef 2011] One Eye Between Us

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Sp4m:
I've got another play test scheduled for tonight.
Planned changes:
Competing Teams, operating alternately pushing "The Pawn" towards Tragedy (coven of witches) or Tragedy (Faeries).
More structure for the players to build their narratives. Plot points that strike home on the structural similarities between comedy and tragedy.

Running without a GM was a... bold idea. Even experienced players require

Allowing the use of powerful narrative devices such as declaring secret brotherhood or mistaken identities, not through player whim, but by being awarded "Dramatic Power Cards" by completing optional, secondary plot points.

To encourage better story telling, players are not allowed to interrupt a dialogue in progress. Once per Scene, a character may Spend a Fate Token to "Steal the Spot Light" and interrupt a dialogue in progress.

Once per game, a witch may "invade" a faerie dominated scene, and vica versa.

Concerns addressed:
Team Competition made cohabitation of scenes less fun.
Is the inclusion of the spot light and Structural Plot Points enough to recover?

I will find out tonight, as Acts 1 and 2 are played separately, and Act 3 and 4 are done together.
Return to my page busy chefs, and hopefully my experience can make our small community richer.
Outstanding questions

Sp4m:
Play Test Tonight was immensely successful.

Witch and Faerie players are together in every scene.
Players need to spend bidding tokens to interrupt or "upstage" each other. -this was HUGE.
     My second playthrough had no bickering, because no one wanted to PAY for it.

Acts 1 and 2 the witches and the fae basically cooperate to build the setting and conflict, and it's not until the later acts that they start killing each other.

Next 2 days I get the rules updated, some cover art, add some more cards, and then take a break.

I've been in Manic Game Dev mode all week, and I'm very nearly burnt out. but this has been a nice distraction while at work.

Sp4m:
This game has Metamorphosed into something far greater than it's original idea. Moving from a diceless, collaborative game of forced violence to a competitive Tabletop LARP. There are some things that I am said to let go.

One of these is my Story Intro. So Let me share this with you.


The Lovers’ Fate

There was a monarch, all the kingdom knew
for noble deeds and conquering of nations.
But in his household, there a tension grew
because his son had humbler aspirations.
The wistful prince did wish to take a wife-
a commoner the king did not endorse.
The king, to save the crown, did risk his life
by trusting in an unfamiliar source.
He'll make a plot to sabotage the prince
that soon will spiral far out of control
to tragic ends - so here I will convince

the Players to assume this crucial role.
We'll teach the king - when you try to subdue
the hand of Fate, then it will master you.




Sp4m:
I present my final entry for Gamechef 2011:

The Fair Folk and the Wyrd Sisters; A Tragic Comedy of Love and Death

Game Manual
http://www.mediafire.com/?v0oini5jbonbos3
Plot Decks
http://www.mediafire.com/?zucohpkoorpocmt

The Lovers' Fate
There was a monarch, all the kingdom knew
for noble deeds and conquering of nations.
But in his household, there a tension grew
because his son had humbler aspirations.
The wistful prince did wish to take a wife,
a commoner the king did not attest.
The story of the prince and lover's life
will be resolved by he who tells it best.
The fairies want an ending to be glad,
wherein the prince and his young love would wed.
The witches want the story to be sad
with all the characters disposed or dead.
So two opposing forces will contend
for to achieve the story's valid end.

Jonathan Walton:
Do you plan to actually submit this game on the Game Chef site? Please do!

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