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Tuesday, March 16th, 2004 01:29 am (UTC)
Hrm. I wasn't thinking of it as a very political game. I've played in some really good political LARPs, but they seem very fragile. Hard to design. The most consistently enjoyable games for me were much like Buffy eps, actually. All of the player characters against a threat, but with an emphasis on puzzling out how to handle it rather than just charging into combat.

My goal is a game firmly rooted in the exploration and discovery of a complicated new mythos. Slowly learning how the magic works, who the bad guys are, the history behind it, etc. Tomorrow you wake up and find yourself in urban fantasy. There was more than was dreamt of in your philosophy. You and your friends start to learn about this new world, and find there are grave threats to the everyday world. You are sucked into some greater conflict where, for the most part, you are hopelessly underpowered and ignorant. What do you do?

I can't really say how the players would interact, of course. The last time we gamed was a Shadowrun game about 3 years ago. If it is any indication, then we'll sit around talking about alternate plans about 90% of the time. Personally, I love that kind of game and what I'm imagining would be largely geared toward it.

The idea for running the games is for it to be as open ended as possible. There should always be multiple paths that take you to the same conclusion. As many plot elements as possible would already be seeded in the real world, so there wouldn't be a lot of running for me to do most of the time. I would probably be playing most the NPCs, and I'd have to run any combat that might happen. But for the most part it would be working out the clues and learning about the setting, both of which would be exhaustively prepared and placed ahead of time.

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