[Ephemera] First thoughts, and intentionally failing.
UserClone:
So my game is going to be lovingly hand-written into a small number of notebooks, and distributed via post by myself to whomever is randomly selected to "playtest" it.
I say this because, due to the handmade nature of the game, I intend to intentionally fail by not providing any sort of PDF or other electronic document. Heck, I might not even make the deadline (though I hope a postmark by the 15th will be sufficient).
It will only be playable once, as pages will be torn out of the game and the character sheets marked up permanently, and thus slowly destroyed as the game progresses. You will play yourself as a young (no older than nine years) child. With each decision made, a part of your childhood will die, and you will grow and change. When the game ends, you will no longer be who you once were, and you will have blossomed into adulthood, for better or for worse.
The bulk of the game will take place in a shared fantasy land, reminiscent of places like Wonderland, Oz, Narnia, and Fantasia, with something of a dark side. The gameplay will resemble something more like the film Stand By Me, wherein the principal characters grow closer to one another through sharing a journey together, but in the end, must grow up and go their separate ways.
The players must write down things which affected them emotionally in their own childhood, such as their deepest fears, darkest secrets, greatest joys, and most triumphant moments (unsure of the number of which). During the game, in order to succeed at certain difficult tasks (or perhaps as a result of failure of a certain kind?) you must forfeit one of those memories, one of those moments, and describe the realization of new knowledge that makes it no longer as relevant to the core of your being as it once was.
I'm working on a dice system which involves a limited number of throws of a particular die size as a resource, as well as a limited number of uses of each of your Traits. The game will be a coming of age tale via a difficult journey through strange and sometimes harsh, though fantastic and beautiful lands. Together with your best friends, you will (in shedding the mental Ephemera of childish attitudes) come to know what it means to take on the mantle of responsibility that is adulthood.
Oh, and there will be a handy grid to help keep track of how many dice you have left to throw in which attributes. In keeping with the Theme, you may only use indelible ink to mark your sheet, and there are NO re-rolls in the game, ever. The dice system is a simple one from one of my four threads, involving the throwing of three dice, and using the median result against a difficulty (typically of 5). Failure is meant to be painful, but perhaps not as painful as success...
UserClone:
I'm thinking of changing the title to Becoming.
Also, Coyote will be a mysterious figure who may be leading the children to their doom, or ultimately to the object of their quest, the Lantern of Revealing.
UserClone:
To clarify, my game's recipe is as follows:
THEME: Last Chance (Design your game as if it might only be played once.)
INGREDIENTS:
Coyote
Lantern
13 Virtues - Can resource pools be dramatic? (Pretty much just using the question part of the thread here, though I may decide to delve deeper into the thread)
DICE MECHANIC - would it work? (Using the original dice mechanic with a tweak from another post in the thread)
jackson_tegu:
Tell me when you need my address by.
I can email you, or whisper on SG, whichever works. : )
Please?
UserClone:
It's still bubbling away in my skull. After I stream-of-consciousness it into one of my fifteen notebooks, then edit and copy it into another one, then make one MORE copy from that master copy, I can start distributing that one and any further copies. I'd ideally like to finish six of them in time for GC, then make and send you one after feedback (unless of course, you end up selected to playtest Becoming).
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