Topic: TMW:COTEC - "... aware of yourself as a Gamemaster"
Started by: RobMuadib
Started on: 10/26/2002
Board: Indie Game Design
On 10/26/2002 at 10:35pm, RobMuadib wrote:
TMW:COTEC - "... aware of yourself as a Gamemaster"
"Perhaps you aware of those who watch over your home, 
 	  and experience it as a place to visit and play with 
 	  reality. You are becoming aware of yourself as a  
                  Gamemaster" 
                  Lost Tribe - The Gamemaster
[ Great tune, if you want to hear it, send me a PM :) ]
Greetings all, I am back to expand on the specifics of my vision of the 
game as I presented in my last installment. I plan to provide a more 
solid outline of the game model in this piece. To recast and illuminate 
what the game is all about. As always, feedback/comments/questions 
are appreciated. Hopefully, this will give you a better handle 
on what the hell I am trying to do with the game. :)
Evoking Other Worlds 
===============================================
One of the greatest joys of fantasy and science fiction, whether it be 
our own daydreams, or fiction such as movies, tv, books, or comics, is 
to experience a different world. 
Often this comes from being shown the incredible special effects shots 
of a movie or video game, such as enormous starships taking off, Huge 
battlemechs blazing away with awesome weapons, or twin suns rising 
over another world, or a great obsidian tower surrounded by monstrous 
legions. Other times it is the sum effect of many small details, 
wonderful, authentic costumes and props from a movie, believable 
accents, careful attention to recreating the baroque, or elaborate, or 
alien rituals and protocols of another culture, each detail enriching 
the overall experience. Or perhaps it is the indepth explanation and 
exploration of details often found in fiction works, where the author 
immerses us in the "reality" of the world in which his story is set. 
It is this joy and interest that often leads people to create fantasy 
worlds of their own, either a personal creation, or a merging of the 
works of others into something unique. Perhaps they will draw or paint 
scenes of these worlds, or create figures or dioramas, draw designs and 
blueprints, create it's languages or costumes, or any of dozen other 
means to evoke this other world for themselves, to make it real, give it 
life beyond their own internal musings. Fantasist,futurists, ,movie 
makers, designers, artists, all seek to evoke another world in their 
creations, to bridge the gap between imagination and reality. 
In The Million Worlds: Chronicles Of The Eternal Cycles, this "evoking 
of other worlds" is the primary focus of the game. The players 
collaborate to create the many elements of the world necessary to 
portray and explore it through the medium of the game system. In doing 
so they create a rich, detailed communal fantasy world of their own 
design. 
Thus, the players work together much like the members of a small 
theatre company, or a movie company would to produce a play or movie. 
Much as a small theater company has to prepare to stage a play, creating 
the sets, props, special effects, costumes, rehearsing and choreographing 
to bring life to their particular vision, so to do the players of The Million 
Worlds. 
Why A Role-Playing Game? 
==============================================
Creating a fantasy world through the framework of a role-playing game 
offers the participants a truly unique experience. Not only do they have 
the enjoyment of creation, but you gain the excitement of being audience 
to that creation as well, through role-playing in that world.
By collaborating with the other players within the game, you may walk 
the roads of the world you created, not knowing who or what may cross 
your path, or where circumstances might take you. By channeling the 
world through the other players, it comes alive, engaging even you, it's 
creator, in ways you never expected or imagined. 
By placing yourself in the role of one of the world's denizen's, called 
a Persona, you can immerse yourself in the reality of the world you 
created, being transported to that world in a way no movie, TV, book, 
computer game, or comic ever could. 
You can also take on the role of Meta-Personae, such as families, or 
organizations, and shepherd them through the years, watching as their 
history unfolds.
The Design Architecture 
===============================================
The central element of The Million Worlds: Chronicles Of The Eternal 
Cycle is the meta- system that all of the players share to create 
individual entities of a game world, this meta-system is referred to as 
the Design Architecture. The Design Architecture consists of a number of 
Design Frameworks, which are individual sub-systems that the players 
use to create these Entitities.  These Entities include 
the setting, cultures, races, religious systems, the creatures, 
technologies, weapons and vehicles, and any meta-abilities that may 
exist within that game world. By using these Frameworks, the players 
create a rich, consistent, believable, detailed fantasy world in which 
to base their games.
The Million Worlds 
===============================================
The universe against which all of the worlds you create are set is 
called The Million Worlds. The Million Worlds is a universe of infinite 
worlds, called Spheres. Each Sphere encapsulates a complete universe, 
infinite and seperate, yet bound as one Sphere of many among the 
shifting, glowing translucent space of the true universe. This primal meta-space is called the Alam Al-Mithral. 
Among the Alam Al-Mithral exists all of the Spheres, caught in an 
eternal cycle of creation an destruction, as new ones are formed and old 
ones fade into oblivion. This cycle of creation and destruction is 
driven by the relentless meta-physical tide of the Wunschtraumacht. The Wunschtraumacht is the extant omnilinear psychic force of the dreams of Man, as portrayed by his myths, legends and folklore, from within a sphere made manifest among the Alam Al-Mithral. The ceaseless force of the Wunschtruamacht radiates from each sphere, like the forces of a star, impacting upon the Alam Al-Mithral and the other spheres as a  drawing tide and a blowing wind. 
All of the Spheres are within motion among the Alam Al-Mithral, forming systems, and even constellations among each other, the conjunctions of which last from seconds to aeons. This constant motion is refered to as "The Turning" 
Travel out of, between, and among these Spheres is possible via Aerts, 
the pathways between Spheres, and Gateways, links between Spheres. 
Additionaly, there are the Omyrii, most ancient of all races among the 
The Million Worlds. Long since lost among them during the Sundering, 
their spirits are now awakening. Now they find themselves reincarnated 
among the manifold worlds of Man, the dreams of their primordial 
civilization ever haunting them.  Driving them always is the yearning to 
return from whence they came, the great city of Midian, to which all 
Aerts lead. Their goal, to gather tribute for the Ubiqnomen, that they 
might rebuild the Endless Temple, sacred to Alphain, the creator and 
all-god.
Finally, the game's universe will provide a persistent universe in which 
all of the players can place their worlds. Allowing them to share their 
creations with other play groups out there. creating a known universe of 
incredible variety and detail for all players of the game. 
Nomen 
==============================================
Because The Million Worlds: Chronicles Of The Eternal Cycle is all about 
shared creation, of the game world, of Personae, and of stories it 
utilizes a point economy among the players. Where the points, called 
Nomen, which alludes to the Ubiqnomen of the Omyrii, let the players 
exercise control over the game. These points facillitate the give and 
take necessary to sharing in the game.
These Nomen are spent and earned to negotiate with the other players 
over game elements. With points being earned for the design and 
acceptance of game elements by the other players. Points are also 
earned for taking on Guide roles, such as StoryGuide or RulesGuide, to 
facilitate play for others.  Points can be spent to negotiate changes to 
elements other players wish to introduce, or to introduce or negotiate 
changes in an ongoing narrative. 
Set-Pieces, Narratives, Meta-Narratives, Chronicles & Cycles 
=============================================
Once the players have created a game-world, play can occur in a number 
of different styles. The smallest unit of play are set-pieces, these are 
typically indvidual scenarios or events that the players chose to play 
out, Set-pieces often include battles played out among the players. 
Individual storylines that the players create around a group of Personae 
are refered to as Narratives. Meta-Narratives are storylines focusing on 
Meta-Persona, such as Organizations,Cultures, or other groups. A number 
of such narratives or Meta-Narratives strung together from common 
elements and Personae are refered to as a Chronicle. Chronicles are the 
great Sagas and Epics of the worlds the players create. Finally, Cycles 
are the sum of all the Chronicles portrayed by the players that are set 
within in a Particular Sphere. They represent the grand sweep of history 
of that Sphere. 
Summary 
=============================================
From the above we can see that The Million Worlds: Chronicles Of The 
Eternal Cycle is a unique role-playing game system which encourages 
and rewards its players to come together as a group and collaborate in 
building a rich, detailed, vibrant game world, an enthralling enaging 
fantasy world of their own design. A world that is set against, and 
supported by a vast, intriguing universe and mythos that will tie 
together the players work with the works of all other players. 
Once they have created that world, they are encouraged and rewarded to 
stage adventures, battles, and stories within that world. Exploring the 
communal fantasy world they created like they can in no other way.
Thanks for your interest,
Rob Muadib 
Kwisatz Haderach of Wild Muse Games 
(C) 2002 Wild Muse 
Games/Robert A Mosley