Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

Two general ideas

13 posts / 0 new
Last post
standard_gravity standard_gravity's picture
Two general ideas
I like to use the RPG medium to experiment with different techniques of storytelling. As a GM, I like to use parallel stories, multiple PC-groups, several groups of players in the same campaign etc. A few ideas have popped into my mind as a result of GMing EP stories: 1. Play your muse. Give your Muse serious care and attention and make it a main character in the story. At least for short sessions, let the Muse be the main character. Fork it, put it in bots, or let it just ponder on its existance inside someones head. Have one session when the players only play their Muses. Or have them play each others Muses during normal sessions. 2. Develop your lifelogg. Make this a central part of the game, have the players continuously update their logg and read each others. I open the floor to comments or other ideas.
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
AlexiusSawall AlexiusSawall's picture
Re: Two general ideas
I like the lifelog idea. One of my players has started a Twitter feed for his character, which (though I hate Twitter) seems an awesome attempt to actualise the way H+ uses tech to stay in constant touch.
Sepherim Sepherim's picture
Re: Two general ideas
We actually role-played the character creation. They were amnesic due to story events, and had all the character points to spend as usual, but spended them by doing something: if they jumped off a building, for example, they could raise Freefall from 1 to 7 points; and so on with everything. And with each of the activities, they received back a memory from before that we would build together. So the characters were created from scratch and they are finding out how the EP universe is by playing.
Bloodwork Bloodwork's picture
Re: Two general ideas
How about the players play each other's muses? Means less work for the GM and helps each muse have a different personality.
That which doesn't kill you usually succeeds on the second attempt.
Thantrax Thantrax's picture
Re: Two general ideas
I like the idea of each player playing someone else's muse. It could help with those moments when the PCs split up to keep the players in the action.
standard_gravity standard_gravity's picture
Re: Two general ideas
Sepherim wrote:
We actually role-played the character creation. They were amnesic due to story events, and had all the character points to spend as usual, but spended them by doing something: if they jumped off a building, for example, they could raise Freefall from 1 to 7 points; and so on with everything. And with each of the activities, they received back a memory from before that we would build together. So the characters were created from scratch and they are finding out how the EP universe is by playing.
This is very effective and fun! I did a scaled down version for our first EP chronicle. I had the players come up with general pre-Fall characters and we did the ego part of the characters. Then they woke up post-Fall as infugees and chose their morphs etc. I think playing each others morphs (which I also suggested above) indeed would be good fun. So far we have been to busy learning EP (system but above all the universe) and thus not wanting to add another layer of complexity, but I definitely think this will be more or less standard procedure for my group in the future. We tried this in Vampire, playing each others ghouls, and it worked out very well.
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
Bloodwork Bloodwork's picture
Re: Two general ideas
Woops missed that.
That which doesn't kill you usually succeeds on the second attempt.
The Doctor The Doctor's picture
Re: Two general ideas
Bloodwork wrote:
How about the players play each other's muses? Means less work for the GM and helps each muse have a different personality.
I have been doing that in my game, and the interplay between the characters really fleshes things out. Plus, remember that muses can control of characters' smart equipment... much fun was had with a set of smart clothes. :)
Bloodwork Bloodwork's picture
Re: Two general ideas
I think that's the only thing that could get out of hand. Players like to mess with each other.
That which doesn't kill you usually succeeds on the second attempt.
King Shere King Shere's picture
Re: Two general ideas
Players playing their Own characters Muse risk the Muse (story-wise) to get flickering strange appearances or be a forgotten text on the character sheet. Reminds me of "Ars Magica"s "Troupe play". There participants get multiple character (and GM seat rotate), as they follow a covenant of wizards with allies & staff. Having the Muses as PC, is a good idea; it makes players (or temporary guests) more participants. Also is there a need to send Player A out of the room just because his current character isn't there to witness events ?(Especially if he anyway would get that info) -Instead Player A can play a Muse, utility bot or assist the GM with a NPC. Then again some people like tea parties that feeds endless conversations, other just want a trainride (thats short). So it will depend entirely on the participants chemistry & disposition.
The Doctor The Doctor's picture
Re: Two general ideas
Bloodwork wrote:
I think that's the only thing that could get out of hand. Players like to mess with each other.
You do have a point there. My players tend not to do that, and in fact fill in gaps in each other's (real) skillsets in so doing, but that is a risk.
King Tutty King Tutty's picture
Re: Two general ideas
Great Ideas! My group is going to make characters tom, and we are going to role play character creation. Wish us luck!
King Tutty
Thunderwave Thunderwave's picture
Re: Two general ideas
standard_gravity wrote:
I like to use the RPG medium to experiment with different techniques of storytelling. As a GM, I like to use parallel stories, multiple PC-groups, several groups of players in the same campaign etc.
I do the same thing. I got together with another GM and we ran a Star Wars game with two groups of 5, at the same time in the same building. He ran the Light Side characters and I did the Dark Side ones. The sets of characters existed in the same campaign and could even interact (we had a drive by shooting our first session even). It was a little rough at first but we got things smoothed out. Not every story involved both groups though. Sometimes they'd be sent in other directions for a few sessions. But the Force being what it is... ;)
standard_gravity wrote:
A few ideas have popped into my mind as a result of GMing EP stories: 1. Play your muse. Give your Muse serious care and attention and make it a main character in the story. At least for short sessions, let the Muse be the main character. Fork it, put it in bots, or let it just ponder on its existance inside someones head. Have one session when the players only play their Muses. Or have them play each others Muses during normal sessions.
I like. I've been doing something like this for years when the opportunity arises. The last time I did it I was running a game of Orpheus. The players took it on themselves to play each other's dark side, egging the other PCs into doing horrible things. I honestly didn't stop them. It made for some pretty intense RP scenes. Especially when it's a lone PC and another one of the players gets up, leans over, and starts telling the PC to do horrible things in this creepy voice while playing as that PC's dark half. I first encountered that idea in a White Wolf game, Wraith to be exact, where the dark side was played by another player and had actual stats.