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Started by Emily Care, November 04, 2002, 01:39:50 PM
Quote from: talysmanfor the first session, every player takes turns describing one fact about the monastery or the immediate surroundings (nothing further than three days walk from the monastery.) this could be a description of common labors, improvements made to the original abbey, adding a village nearby, describing events in the village or along the roads... when one person describes an event that sounds like the basis of a good mission, the other players chime in, selecting that mission (and selecting the player who thought of it as the mentor for that mission.)
Quote from: talysmanok, this leads to questions about chargen. here's how I envision it: each player suggests one trait-pair important to the religion; players then design neophytes, selecting two trait-pairs from those suggested; one of these trait-pairs would be 5/1, the other would be 4/2 (Passion is higher, Virtue is lower; Worldly/Spiritual is also set at 5/1; players write four facts about their character: one for each trait-pair, one Worldly fact, and one Spiritual kicker; next, each player designs a mentor by taking three trait pairs, setting two at 0/6 and one at 4/2; set the mentor's Worldly/Spiritual trait scores at 3/3; write five facts for the mentor; name the characters and introduce them in the first session.
Quote from: talysmanplayers gather and describe the general setting they want to play in (historical france under charlamagne, fantasy medieval europe with a european version of taoism, whatever.)
Quote from: talysmanplayers suggest trait-pairs. perhaps each player suggest a Passion or a Virtue, then other players suggest what the opposite or compliment should be.
Quote from: talysmanchargen, roughly as described before. round-robin setting description, starting with abstract facts about the religion, moving to facts about the monastery, then on tothe surrounding countryside, and finally on to interesting events. setting description stops when one player suggests an event that gives the others an urge to intervene. the mentor (temporary GM) describes the selected event in more detail and assigns each player a general duty. continue in round-robin fashion, but each player describes a scene for how they will fulfill their duty. the scene is then played out. when all the duties have been completed, the players have a scene with their mentor for possible character advancement. round-robin setting description begins again, until a new event suggests a new mission.
Quote from: Emily CareQuote from: talysmanplayers suggest trait-pairs. perhaps each player suggest a Passion or a Virtue, then other players suggest what the opposite or compliment should be. Would be the trait pairs associated with the religion or with the monastery specifically? The statements or koans suggested at the end of the last thread could enter here, actually. They could be meta-kickers (is there such a thing? Oh, yeah, that's a premise isn't it? :) Having them relate to a challenge the monastery is facing would seem to be more protagonizing for all. The process we're describing (with so much group development) seems like it will need collaboration to create dramatic situations and challenges in the premise and setting.
Quote from: talysmanthanks for posting all the info, Emily! I've been taking a break from Enlightenment because of some other projects that I'm worrying over right now. I don't have much to add just yet.
Quote from: talysmanyes, I'm seeing the game as having a collaboratively-built setting, with "GM play" simply being a special case of the normal shared mentoring pattern. a sort of non-competitive Rune.
Quote from: talysmana note about the trait-pairs: I am using the phrase in the same way every time. the way I'm interpretting the game is: the religion as a whole has a certain number of trait-pairs, not all of which are worked out immediately....
Quote from: talysmanwe need to decide how many trait-pairs a character should start with, but I see new trait-pairs being added to the character during play at the same level as their current Worldly/Spiritual pair. Worldy/Spiritual is thus the default, while other trait-pairs can vary from that.
Quote from: contracycleJust a thought. A lot of people will have an easier time, I think, conceptualising the physical space of the monastery than a set of ethical values. Hence it might be easier to do round-robin monastery design first and then ask what the inhabitants believe. A lot of this may be implicitly influenced by the colour introduced.
Quote from: Wormwood1) Each player gets one veto, which removes a virtue or passion and it's fact when it is introduced. 2) The GM arbitrates.3) Any player can call a vote, majority passes the trait and fact.4) Dueling (I'll bring my two-hander)
QuoteToss in the ability to revise a contested trait and fact, as well as the ability to make one revision if it fails, to see if it is then contested, should work.
Quote from: MendelPerhaps it would be possible to have each member of a pair separately arrived at, the first of a pair has a tenet associated, the second a more physical feature.
QuoteWell, hope that helps, -Mendel
Quote from: contracycleI like the 3+players number.
Quote from: Bob McNameeoff topic: I had a thought concerning Character death, or other forms of removing a character from play...I'd like it if a character could only be removed by maxing out a trait, or shifting the Worldly/Spiritual dial.