Snowy Mountain Syndrome

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Jason Petrasko:
Jackson, clearly yes. The mere thought of the game has already broke your brain. Not that anyone was surprised! :D

Blazmo, thanks! I spent a few hours reading about historic Oregon and the atmospheric setup just kind of fell into place!

UserClone, if you saw my random threads, you would have died inside. I personally threw up for an hour and then spent the next cursing the Forge. Then I erased those bastard links forever and decided to press on without them. I never did personally get much constructive feedback on the Forge...

mcdaldno, see above for the answer to #1. I like the ideas of #2, but isn't this all about Last Chance? Walton comes out and says: Design your game like its meant to be played only once. That sure sounds like an established mystery and the depth it can offer is warranted. I dunno, I've been fighting with this since I started narrowing down my ideas.

Now, to offer a further glimpse into Snowy Mountain Syndrome such that the fears about Doctor and Lantern may be pushed aside!

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As you play Snowy Mountain Syndrome, you must abide by a few rules when creating your fiction. These are called the game's precepts:

Scenes always take place in the absence of light. During the day the group is trying and failing to escape their wooded, snowy mountain prison. This isn't a game about their failure.During each scene, one character will hold the lantern. This player of this character has special fictional abilities in that scene and responsibilities. The lantern bearer cast light upon the mysteries of the situation, and they are the driving force leading each scene.On day six, when you start play, the doctor has also gone missing. He is the oldest and most respected of the group at large. Players may make their characters take a moment  to recall something meaningful they shared with the doctor at some point. When they do so, they can let another character recover their wits.
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UserClone:
Lovely! Both key words give you special powers within the fiction, so that wraps up that concern neatly!

jackson_tegu:
Hey there Jason.

I wanted to be a conflicting voice to what mcdaldno said above - i think it's totally choice to hand people a scenario & then they'll play it. If, later, you want to revise it and add a "this is how you make your own scenario" thing, cool, but totally not necessary for a game chef entry, or a game. And, as you point out - the point in this situation is for people to play it once.

Also, the fact that the Forge threads were disappointing to you, or showed an example of humans treating one another poorly... i mean, THAT's what that thread is about. So if you want to incorporate "terrible communication", "talking down to a hopeful new arrival", or "academic posturing in a niche field of interest" into your game, well, you can count those threads as being really relevant to your game. As i like to say, Let's get meta.

Also, if you want to go ahead with the four ingredients and you feel that they're serving you, thumbs up.

UserClone:
I definitely agree that one single scenario is the way to go with this year's theme. You certainly can only play it once meaningfully.

Jason Petrasko:
I'm actually going to turn that on its head a bit, because I do like some randomness. So imagine there is a page of slips/tokens to pull out and cut up with numbers from one to twenty. Then you take the events in random order each game, and since different end events are in the shuffle, you reach a random end of the provided ones. :D

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