Tabula Rasa

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thiagoess:
Paul, Remembrance will be used on tests to try to remember you traning as a soldier.
But, your idea of political views is VERY interesting, i think i will try using something like that, not exactly false memories, but maybe they are mixed up, so in some situations. So a player with a lower focus on remembrance could have some mixed up memories about something, and be sure about something that's not true.
Nice man, thank you!
I started a blog to post my developments, but i will keep posting it here.
Thanks
tabularasarpg.wordpress.com

thiagoess:
Hi, just posted something new on the blog tabularasarpg.wordpress.com.

I was thinking on having some scenario option, something like pre-defined customization options to the GM, like, apocalypse options, so i would suggest how is the world if he choose a zombie apocalypse, or a biological war, or a nuclear war. Things like that.

About the remembrance and political views, i was thinking on two options:

1) The creating process was still a test, so they tried implanting different  memories on each (different training and political views).

2) They had different training, but the same basic memories for knowledge and history (recent history), but each of then can only remember different parts of it, and they create they opinions based on that facts.

The second option needs more work, but i think its the best one, the players will be more busy, and we would have more interaction, and maybe even "hints" that will give a path to the game.

Shimera9:
You may want to toy around with having things take place on an alien or drastically changed world.  If the players have to learn how the world works, that can help put them in a similar mindset to what their character's would be experiencing.  In short, the more otherworldly the scenario, the easier it should be to get players into an exploratory frame of mind.

You also may want to consider letting the remembrance trait grant a certain level of narrative control.  For example, let's say the party finds a strange tool.  A high remembrance roll may let them declare the general function of  that tool.  You may even want to make this a two part roll where the player makes an open roll to determine how vivid their memory of the object is, while the GM makes a secret role for how accurate that memory is.  That way a character could be both utterly convinced and completely wrong at the same time.

I'd actually be tempted to map the traits you mentioned onto a few questions:
Remembrance: "What is this and what does this do?"
Learning: "How long does it take me to get this thing to do what I want?"
Instincts: "What do I do when I don't have time to think?"

thiagoess:
Thank you Shimera9, love'd your comment.

I was already thinking about using some other world, maybe the characters are part of a plan to conquer or colonize a new world, that players will be really ignorant about everything, and that can be good.

And, i cracking my skull thinking about some good way to give characters narrative control, and then, you gave it to me... Really Thanks. I will think how to apply that exactly on the mechanics i was developing.
See, i don't pretend to use dice rolls, players will have tokens they will use on tests, to remember something or to learn something. Maybe the use of a token to take narrative control, IF the character remembrance is high enough, depending on the complexity (the target number) and if that subject is on one of his memories.

You described the traits very well.

The players will have 8 points to divide between the 3 traits (maximum 4), and that values can change with time, let's say, a character was trying to remember more his memories, but after some frustrations  he way want to focus more on learning new experiences, im still thinking about exactly at what speed this will happen, but i like the idea.

thiagoess:
Ok, i'm really loving the idea of giving players narrative control, and making the adventures collaborative.
That will probably change some of the things i had planned, but it will make a more interesting game.
I'm really  thinking about a scenario that is a alien world, and the characters lost any communication with their creators, so we keep the basic idea, but now they are in a totally unknown place to both players and characters.
So i thinking about a mechanic that will let players act impulsively (instinct) and do some things that are not very complex (anything more complex can't be done with only instincts only)
The trait that will make easier to then learn new traits (and by that being able  to deal with more complex challenges in that particular area)
And one trait that will make then remember some of their implanted memories, and as suggested by Shimera9 that last will give players narrative control, with that they will be able to define something still undefined on the scenario. Still thinking about some way to guarantee that the explanation for the change the player make on the scenario is not "off the mood", trying to make it only acceptable it the others players accept it maybe, need to give more thought to that.

that will be the player 3 traits, besides that he will have his knowledge, here we have no "skill list" they will work like fate aspects, but the actual knowledge learned will be defined by the GM, when learning something the player will explain about what experiences he is considering, and what he think he learned about it, then, the, after paying the appropriate cost in tokens, the GM will tell him what knowledge he just learned.
A Knowledge will have a level between 0 and 4, and a challenge complexity will always vary between 0 and 5.
The thing is, if you have a level on the knowledge, you would be able to raise it, to the limit of your instinct, using tokens, so someone with a "computers 0" ans instinct 1 can raise his computer skill to 1, and resolve tasks up to complexity 1.
I need some system too to define what can be resolved with instincts (the computer task above would never be resolved if the character don't have any level on computers).
I'm thinking of maybe describing some "areas of knowledge", and some areas will be a combination of other areas, so that areas would be to complex to try instinctively, only "pure" areas would be able to be resolved that way.

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