The Lantern's Legacy

<< < (2/4) > >>

UserClone:
Similarly, I'd like it to have something to do with Achilles's remarks in Troy regarding the gods' envy of mortals.

Jason Pitre:
Great suggestion, I will try to include that!

jackson_tegu:
Really cool, Jason. No thoughts besides that right now. Stoked to see how the gradual shift feels in play.

Matthew Sullivan-Barrett:
Man, poignant. I like the blueprint for the new world as artifact after play.

Jason Pitre:
I think I have the general structure in place. This is a GM-less game of sorts, with each player portraying one of 4 or 5 gods. Gameplay consists of a series of scenes where one of the players portrays a Lantern nearing death. The gods can spend resources to participate in the scenes through mortal proxies and try to convince the Lantern to die for a certain reason or fashion. Each god can also offer the character one legacy, something matching the god's portfolio that would be created in the After. The lantern chooses one of the offers.

Economy: Each god has a limited number of influence tokens available.  For every X amount of real time that a god spends participating in a scene, they need to spend some of these tokens. This would force a time pressure on the gods, one not felt by the Lantern. Gods don't have enough tokens to participate in every scene; I am thinking that there there is probably only enough to be in about half of the other scenes.

Lantern Creation: Lanterns are procedurally generated by rolling on some tables, giving you some seeds for characters that you can build off.  Write them in on index cards. The legacy, when chosen, is written on the back of the card and the card will be set aside.

Final Moments: I currently don't know what kinds of "final moments" would associate with which gods. It might be motivations, it might be emotions, it might be actions. Any ideas?

 

Navigation

[0] Message Index

[#] Next page

[*] Previous page