Tricksters

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desiderata:
Hey.  I'm pretty new at this, I have a couple ideas in mind.  They should eventually be connected to each other.

Philosophy
I want a game about boundaries, hiding behind them, breaking them, contemplating them, being hurt by them.

Story
With the help of a shaman/psychotherapist/witch-doctor, the characters explore the world around them, their own memories, and they came from.  There will be a trickster involved, as a result, not everything is true.  Now will everything be false.

World-crafting
There will be the world we know.  There will also be the spirit world; where crows gossip, trees flirt, and flowers spout obscenities.  As the game progresses, the world blossoms, or maybe decays as the characters grow and learn more about themselves.

Mechanic-things
I will be interested in making a story-telling game with a gm role only slightly more dominant than the players.  The characters will establish axioms (rules) and truths (facts) about the world, or some form of syntactical force that defines their character's world. 

Will fill with more things soon.

jackson_tegu:
Compelling.

mcdaldno:
Desiderata,

Do you need a GM at all?

Maybe there are just specific roles for each player: The Doctor (who also plays the material world), The Trickster (who also plays the spirit world), The Explorer (who is the main character), The Others (a player in charge of both memories and specific NPCs). Would a distributed set of roles work, or is there a specific thing you want a central GM figure to be doing?

osaka:
I support mcdaldno. If you want to give the player some of the GM's power (like estabilishing the truths and axioms) maybe you should consider make them all semi-GM's.

I guess it's quite enjoyable to co-create in-game reality. That's great idea. I'm just curious where's the boundary of this creation? How much can players change/establish by using truths and axioms? Is it limited to the spirit world, or "our" world is also dependent to their rules?

desiderata:
Quote from: mcdaldno on April 08, 2012, 11:34:11 AM

Do you need a GM at all?

Maybe there are just specific roles for each player: The Doctor (who also plays the material world), The Trickster (who also plays the spirit world), The Explorer (who is the main character), The Others (a player in charge of both memories and specific NPCs). Would a distributed set of roles work, or is there a specific thing you want a central GM figure to be doing?


At this point in my process, I suspect I would like one.  As I dig deeper into it, that might be subject to change.  The GM is the witchdoctor; he's a medium and guide in the beginning, the doctor's role is to help the players orient/disorient themselves in a world that's largely influenced by their own perception of reality.  So on a basic level, the doctor is an in-game facilitator and arbiter or choice, whether or not that's in the character's favor or not.

There are no structured roles for the players in the beginning.  There is the doctor and the player's characters.  The roles should be about that simple. 

I'm still trying to figure out how I'm going to mechanically use the trickster.  The trickster is an agent of opposing force in the game.  He might not be the antagonist, he's simply an another party.  He can be anybody and anybody at any time, he can tells lies and truths. 




Quote from: osaka on April 08, 2012, 02:59:53 PM

I support mcdaldno. If you want to give the player some of the GM's power (like estabilishing the truths and axioms) maybe you should consider make them all semi-GM's.

I guess it's quite enjoyable to co-create in-game reality. That's great idea. I'm just curious where's the boundary of this creation? How much can players change/establish by using truths and axioms? Is it limited to the spirit world, or "our" world is also dependent to their rules?


I want these axioms to be directly based off of the way these respective characters relate to themselves and reality.  It's still kind of hazy, and I'm not sure how I'll adequately express or manifest these yet.  One of the first things the characters will do (perhaps it's even within character creation), will be to state two axioms (one order-based, one entropic) and as the characters change, these rules change.  I have no idea how I'm going to do this, by the way.

Oh, caveat.  So the players all got pulled into the spirit world at some point in time.  Hence why there's a witch doctor wandering around talking to the characters.  Such world is directly influenced by the nature of these individuals.  Ideally, this game will be more focused upon feelings and fear instead of exploring some surrealist-dreamscape.

 

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