
Intersession Add-ons
For games of Universalis that are intended to go for
more than a single session, players may want to set up a set of Tenets for
continuing play. Below are a set of standard Tenets that can be adopted by
the group via social contract before play, or paid for with a single Coin
after play has begun. They are very standard and intuitive, and most
people playing adopt something very similar even if the specifics are
unspoken.
Standard Intersession Rules
- The first scene framed in the subsequent
session is considered concurrent with, or immediately following the
end of the last scene of the previous session, unless Coins are spent
to set the time differently..
- Scenes that are open at the end of the
last session are still considered open, and can be continued as
normal.
- All players begin the next session with the same
number of Coins that they had at the end of the previous session.
at the end of the last session.
- At this point play
continues as if there had been no interruption
Players Present Limit
Submitted by Mike
Holmes
Subsequent sessions can
only be played if all players from the first session are present, and
wish to play.
Revisit Game Tenets
Submitted by Mike
Holmes
At the start of the subsequent session,
a new Game Preparation phase occurs wherein players can discuss and
modify current Tenets. When this is finished begin with a new scene.
This gimmick is intended to address any concerns players may have over the
direction the story is going, and to make sure everyone is on the same
page to start the new session (players satisfied with the current direction of play may just pass in
this phase in order to get directly to the first scene).
Introduce
New Players Submitted by Mike
Holmes
Each new player is introduced to the game by a special
Rules Gimmick so that the other players can object to the new
player's presence if they so wish. Alternatively, one can have
an "open-door" policy, and allow any player to add any other new
players that they like.
If new players are allowed, the number of players who
are involved in the story can be capped, as can the total allowed to play
in a single session. If the latter is selected, and too many players
present themselves for play, players should bid Coins in round robin
fashion for the right to play. Those who bid lowest cannot play in that
session.
If persons who were not players in a prior session
are allowed to become players, then a rule for how many Coins they start
with needs to be adopted. Often a group will endow new players with
whatever the standard starting Wealth is for that play group. Other options include starting them with
the same number of Coins as the player with the most or least Coins; or an
average. Any number that seems sensible can be selected. Such a Coin level
Gimmick can be declared to be a one-time thing, or a policy for all new
players.
(One can also see here the possibility of using similar
player-adding gimmicks to allow new players mid session. The author highly
recommends this.)
Coin Option Gimmicks
Submitted by Mike
Holmes
Some players may wish to allow for the level of Coins to be adjusted
between sessions. This can take many forms:
For example, the end of a
session can be treated like the end of a scene, and additional refreshment
can occur.
Or, normalization of Coin totals for each player can occur,
perhaps resetting the number of Coins to a certain level (perhaps the
starting level) at the beginning of each session.. This latter option will have the result of having players
spend all their Coins during the course of a session as the "Use 'em
or lose 'em" mentality sinks in.
As always, any adjustment of Coin
availability will affect the pacing of the game; potentially dramatically.
Players can conceive of other methods of moderating the number of Coins
available, and should consider the potential effects before putting them
into play (or allowing them into play unchallenged).
Create Components
Between Sessions
Submitted by Mike
Holmes
Gimmicks can be established to allow players to flex
their creative muscles between sessions.
Allow for a limited amount of Coins to be spent between
sessions on creating things. Potentially players may be given a pool of
Coins for just such a purpose that are used or lost between sessions. The
results of such creativity can be presented at the time of the Game
Preparation phase at the start of the following session, each player
presenting one Component on his turn, at which time they can be
challenged.
|