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The Domesday Lists

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City Building with Microscope: Ideas & Campaign Frame

Lowell Francis
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So far I've used Ben Robbins' Microscope three times to create campaign world backgrounds (The Fleet Departs, The Hunt Begins: Artifacts Wielding Heroes, and The Road to Doubtfall). Each group has enjoyed doing that and I think they've been more invested or at least aware of the background as a result. They know as much as the GM at the start, and can still be surprised when the GM twists or uses something from that history in a new or novel way. That's especially true when something created by a player comes back to them at the table. In any case, Microscope has been the best game purchase I've made this year and the product which has most inspired me.

Next years will see all five of my campaigns wrapping up, so I've been working on a list of capsule ideas. I'll come back to those in a later post. Some of the ideas I'd batted around I'm enthused about, some might work with the groups, and some might not work at all. When I started thinking about these, I also began to think about how I might use Microscope as a lead in. It works better for some concepts. For example if I end up doing a Trail of Cthulhu game, I want an aura of mystery and detachment. But for other games it practically demands to be used. One idea I had that has stuck with me has been a fantasy City Guards campaign (given my love for games like L-1: City of Lies). I figured I could set that up with a session of Microscope. Then I started thinking further- having a history could help, but what I really need is to build an interesting and living city- one the players knew and had an investment in.

MICROSCOPE VS. SURVEYOR'S TOOLS
So here's my approach- a pretty obvious one- but one I hope the players will enjoy. Most of them have done Microscope before, so they should be comfortable with the structure. We've played with a modified version of the "scene" rules. We did this in interests of time, since we had a larger group. In the standard rules, a player adds a scene below an event. That scene takes the form of a question about the event (Why did the Duke decide to abandon his mistress? What made Aquaman decide to call off the sharks?). Then players take up characters on the fly and play until that question has been answered. Then play moves on. In our games, players could add scenes by stating a question about an event. They could then answer that question themselves or point to another player to answer it. This lacks the actual rp of Microscope but it worked fairly well for our purposes.

Here's how I imagine City Building using Microscope:

1 Begin with a premise, a simple statement about the city. (Decaying New England Industrial Town, Dwarven Trade Center). Obviously you should have some sense of the genre there.

2 Build a palette. If there are elements which might usually appear in the setting/genre but you don't want, establish those (i.e. no dragons in a fantasy game). Alternately, if there are elements which might not appear in the setting/genre, this can be established (i.e. fairies in a vampire game). This should be done by some consensus, with players offering options until someone passes. So pretty much we follow the normal Microscope structure, with a narrow focus.

3 Normally players would now take turns adding elements to the timeline. We follow that structure for turns (one free round, players begin and end a round, legacy ideas) but what we're actually adding differs:

Neighborhoods: At the top level, players will name and describe a neighborhood of the city. These can be districts, neighborhoods, sections, markets, souks, precincts, wards, quarters, hoods, etc. They might be defined by walls or by common lore (the High Castle vs. the Gathering Wells). Any neighborhood should be large enough to contain a number of lesser elements. Right now we won't care about the relative size or if there's any overlap (the GM can sort that out after). We also don't care about the geography. Players should name and offer a general description of their neighborhood. The general tone and wealth of the neighborhood should be understood from the description. Order and placement doesn't matter. This element corresponds to Eras in Microscope.

Sights (or Sites): Below each neighborhood will be a collection of sights. A sight is a Person (shopkeeper, rumormonger, civic leader, mysterious wanderer, local kook), a Place (a store, an inn, a burned out grotto, place of execution, warehouses, a temple, a gypsy camp), or a Thing (a particular festival held there, an important guild, the enclave of a race, a secret organization). The order of Sights below a neighborhood doesn't matter. This element corresponds to Events in Microscope.

Rumors: Finally, each Sight may have one or more Rumors attached to it. A rumor should be a statement or question about the sight. Rumors can be floating among the populace or may be limited to a particular group. Most importantly, they may or may not be true- or they may be partially true. So a rumor about a person might be "He's actually legate for a demon prince from the land of Iod." A rumor about a place might be "People looking for rare herbs can usually find them here." A rumor about a thing might be "The festival may be delayed this year because of the vanishing of the youngest daughter of the high priest." This element corresponds to Scenes in Microscope.

Players will end up constructing the history, people and details of the setting as they build the city. They're encouraged to develop connections between people, use elements from one neighborhood in the story of another, and twist things around as they wish- so long as they don't directly contradict something established. Of course rumors don't directly establish things, but more hint at concepts. The idea behind rumors is that these develop local color, give the GM plot hooks, and even more importantly give the players storylines they can opt to pick up and develop as they see fit in play. In that way, players will be building their own version of the The Kaiin Players Guide or the RumorQUEST system from products like Geanavue: The Stones of Peace.

NOW TO THE MAPPING
I think this might actually work- but to put it into play after will require the GM to organize things after. They should draw a rough map after the creation, actually putting things in a physical relation to one another. Special locations can then be marked on the map. I have to do some more thinking about the process- for example, how determining the Focus works in the each round, but I think it has real potential.

Now here's how I'd actually put this into play...

CITY GUARD
The players taking the role of city guards in a fantasy city. The actual genre background could be anything (steampunk, high fantasy, more medieval)- determined in this case by the city creation session. Players would work to maintain order, uncover conspiracies, limit the Thieves Guild, and most importantly- keep adventurers from burning the whole place down. I imagine the city would work best as a crossroads (like Lanhkmar) with several distinct cultures and/or races. Players could come from all walks of life, perhaps some having been sell-swords before taking an arrow to the knee. I see this as a hybrid procedural/networking/adventuring campaign.

To that end, I'd probably use a portion of GUMSHOE- at least the investigation mechanics. I talked about a number of hacks for that earlier. One option would be to pick up Lorefinder, the GUMSHOE adaptation for Pathfinder, and use that. That might work for other GMs but I haven't played PF and heading that route would take some investment or time and learning. More likely I would build a hack using either modifying either the standard resolution rules of GUMSHOE or FATE. For the former, I could easily adapt over some of the new "Thriller" combat, chase and action options from Night's Black Agents. For the latter, I'd have a little bit looser framework to play with. FATE has the advantage of being something my players have started to enjoy and building some of the sub-systems I want would be easier. Some things to consider:

MAGIC
In Mutant City Blues, all superpowers fit on a chart called the Quade Diagram. So if you see evidence of one kind or power or effect, you can look nearby on the chart and make an assessment of the other likely powers. That's a conceit that helps make the set-up playable in a straight mystery campaign. I think that you could build a similar device for magic in a fantasy setting. Mages might have access to several different schools, each with some specialties. They could be really distinctive, like the magic traditions presented in Greg Stolze's Reign. Alternately, it might be fun to build a set of characteristics (smells, physical components, visual cues, etc) associated with different kinds of occult practices. Different chantries could be given their own magical personalities or signatures. Perhaps different magics might be distinctive across racial or ethnic lines. Ideally these kinds of details would be nice pieces of the puzzle for the players. I don't necessarily want to have the logic challenge depth of something like Lord d'Arcy, but magic should offer clues and have limitations.

AREAS OF EXPERTISE
I'd go with a smaller pool of investigative skills (a always default to that terminology)- and I probably should look at Lorefinder to see how they handle it. We'd want a number of lore skills. Cultural and/or Racial Lores would be useful and ideally we'd keep the number of those small, which offers a constraint on the setting. Monster Lore would be a useful ability as well, especially if something got loose in the city. That would be an investigative skill with a combat or tagging element as well. How one breaks up 'forensics' would be a question. Could a warrior identity a style or a weapon from the wounds inflicted?

RELATIONSHIPS
I would also consider issues of corruption, evidence disposal, covering up and so on. (I've been watching the Aurelio Zen series, so I have that in mind). Pull with superiors could have a rating and be based performance and "keeping things quiet" instead of how well you actually solve crimes. That rating or pool could be used for favors, access to resources or covering one's ass. Drawing on it too much depletes it- meaning you don't have it as a defense when the heat comes down. Cover Up or Evidence Disposal might be its own skill, or simply an aspect of the existing skills. I wouldn't have the player competing against one another- instead I think have aspects or ratings represent trust and teamwork between them could be more useful. Of course all of this could be treated more seriously or more comedic, depending on how the GM wants to turn that dial.

Also of interest to me would be developing some mechanic for players establishing relationships with people or groups. I know Smallville uses something like this and Ken Hite mentioned a mechanic like this in discussing the future Evil Hat project, Bubblegumshoe. You could have a general network or contact skill, but then gain specific affiliations. Your relative reputation and level of corruption could affect who would deal with you- I like the idea of tracking those on a spectrum. But for example, if a PC has established a link/relationship with someone from a minority group (let's say Gnomes) he might be able to spend or invoke that connection when dealing with a Gnomish Anarchist collective. Of course doing that strains and might even break the tie. The obvious idea would be to have friends in places like the Wizards' Chantry, the King's Guard, the Thieves Guild and so on. I think having some mechanism for public trust and friends in the community could serve as a nice balance or "carrot/stick" device for the players.

LASTLY
So that's the idea- when I try out the city building exercise I will report back. I'd be curious if anyone else has done collaborative city creation, either using this system or another.
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Subscribe sub options Tue Dec 13, 2011 9:46 pm
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Ash Hauenschild


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I actually tried using what I could glean about Microscope (without actually having the book/pdf) to collaboratively build a fantasy world. The process was reasonably fun, but not particularly successful. Partly that was because my RPG group is only new, and the other is the system we used: Savage Worlds.

There was no real way for the stuff being created - "there are at least a dozen moons" or "giant sea creatures are kept as living farms" - to have a mechanical impact. It was all down to the GM, and I'd basically announced that the campaign would be a generic hack'n'slash thing.

So I think that might be important - giving the creation process some teeth, rather than leaving the translation into actual play up to the GM.

Incidentally, I assume you've read Terry Pratchett's City Watch line? They were always my favourite...
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  • Posted Wed Dec 14, 2011 1:48 pm
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This is a Very Cool Idea. Nicely done, Lowell.

happysmellyfish wrote:
I actually tried using what I could glean about Microscope (without actually having the book/pdf) to collaboratively build a fantasy world. The process was reasonably fun, but not particularly successful.


Well, the warranty is void if you haven't read the rules.

One of the key bits of Microscope is that it is not collaboration in the normal sense. You build on what other players have made, but you don't discuss and seek consensus. You're not even allowed to brainstorm once the game is going.


happysmellyfish wrote:
There was no real way for the stuff being created - "there are at least a dozen moons" or "giant sea creatures are kept as living farms" - to have a mechanical impact. It was all down to the GM, and I'd basically announced that the campaign would be a generic hack'n'slash thing.


This is the "city on the back of a flying turtle" problem. It sounds cool, but it makes no difference in play.

Personally I think "fantastic" elements are not what generates buy-in. Human moments are far more powerful. Knowing about the Lost Legion that stayed true to its oath, even when beset by enemies in the scorching desert, and actually having played out those scenes where they were tempted to abandon their cause -- that's interesting history. When you play a normal game spawned in that world and there's reference to the Legion all the players think "Oh yeah, those dudes were hard core!" The players lived those moments, so they treat it with respect.
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  • Edited Wed Dec 14, 2011 5:38 pm
  • Posted Wed Dec 14, 2011 5:36 pm
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Lowell Francis
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happysmellyfish wrote:
"I actually tried using what I could glean about Microscope (without actually having the book/pdf) to collaboratively build a fantasy world. The process was reasonably fun, but not particularly successful. Partly that was because my RPG group is only new, and the other is the system we used: Savage Worlds.


First I do want to suggest that you pick up and read Microscope. You can find a thin overview of the process, but the book offers more the structure of how you handle the process- and the reasons for doing it that way. There's a ton of insight and advice in there. The final chapters especially help open the system up and I had several eureka moments reading through that. Second, Microscope stands on its own as a truly fun collaborative rpg session. At the scene level, you end up playing characters, though the approach is abstract. It reminds me of the loose structure of Fiasco- though you have a character there- he or she isn't fixed in time, you might flash around or even die and keep playing in the course of a session. We've played it a couple of times that way. However, usually after we've done that we're so excited by what we've created that we want to play in that world right away- I want to try doing a couple of stages of a history at some point, over several sessions.

So what we've done- using Microscope as a collaborative campaign creator, is implied by Microscope, but isn't the focus on the game. Instead, we're turning it slightly to use it as a toolkit for that purpose. Both approaches are fun. Some of the most fun I've had. Watching players suddenly have inspiration at the table- desperately trying to keep themselves quiet while it is someone else's turn (a vital component of the game) is a pleasure,.

happysmellyfish wrote:
There was no real way for the stuff being created - "there are at least a dozen moons" or "giant sea creatures are kept as living farms" - to have a mechanical impact. It was all down to the GM, and I'd basically announced that the campaign would be a generic hack'n'slash thing.


OK, let me start with the concrete examples you give:

1There are at least a dozen moons. Holy cow- what does that do for the tides on the world? What are the implications of something like that? If we're talking a fantasy world, where there's often a lunar influence, does that affect magic? Are there seasons, times or tides for magic? Are the moons unique? I can think of at least a dozen ways in which that could get tied to other interesting things in the story. Yes, it could simply be "color" but it could also have deeper meaning and impact.

2Giant Sea Creatures are kept as living farms. There's an adventure or an adventure arc in and of itself. How big are we talking? Are there settlements on them? If we have the moon thing, above, how does that interact with it. Do farms get hijacked- if so can players rescue one? Are there predators for them- can players defend against them? Ben Robbins cites the "city on the back of a flying turtle problem"- but here we're talking about elements which can be used at the table. Are there other forms of farming? What makes the Giant Sea Creatures a viable approach? If their big enough to grow and live on, players might have to problem solve to keep one from submerging- I mean, there's a ton of dynamite material which can be built from that concept.

I think a distinction has to be made between "mechanics" and structure or even narrative. Savage Worlds offers a toolkit of choices- you can see very different takes on it in Sundered Skies, vs. 50 Fathoms vs. Deadlands. The different edges and options you have available will depend on the kind of world you build. You aren't going to design mechanics in the Microscope session, but you are going to determine the kinds and limits of those mechanics for when the Gm (and possibly players) toolkit the game.

Let me give you a few concrete examples from our own play.

1One player wanted to play a ninja-like character, so he introduced the idea of a society of assassins. Those got mutated and transformed throughout the process- eventually resulting in there being very few of them left. That's a narrative consideration- fewer allies. But it has a structural effect- it means that I knew I had to toolkit some ninja stuff together in the setting. Beyond that, some of the related stuff added to the setting meant that I knew there would be wushu-like martial arts- so I had to had to add that as a mechanical option.

2In another session, players suggested that magic was not an inherent ability. It took significant learning, but even more importantly in order to cast magic, you had to have Magistone. So now we know that mages are rare- that any PC mage probably has a fairly narrow line of magical training with some related arts. So they might be a Fire Dancer Mage, rather than a 'Wizard' getting to pick from a variety of spells or options. We also suddenly know that Magistone is a valuable and potent commodity. Even magic items require it- which means that there are no items with inherent powers. They have to be powered by a battery. Mechanically, Magistone becomes something players have to worry about- do they have enough, will it break when they cast?

Now these are structural details. They imply changes to the mechanics and shape the kind of play and kind of game. They shape the options the players have to choose from. I think that's the important thing to take away from this. But as well, they affect the narrative, and I can give another couple of examples of that.

1In one of the games, an early detail added was that all magic items had intelligence. They might be smart or dumb- and that had no relation to the power of the item. But each one had sentience. That little details ended up getting expanded on- into a world of dueling relic weapons who use and discard people as bearers. And close to the end, the players decided that they wanted to run characters who each had a magic item- with some of them having a positive and some a negative relation to those items. At least one of those players would end up being controlled by the item, rather than the other way around. That shaped the tone and purpose of the game we've run from that. Magic items can have their own desires, can be NPCs, and can serve as useful allies. Last session, I had a player who'd forgotten about his own item, and finally used it as a witness to something which had been wiped from his mind while he bore it.

2A little more obscure detail comes from a campaign where one of the players added reincarnation to the palette early on. That had a dramatic effect on a lot of other details- especially concepts of the Gods, of sin, or morality and so- since that particular reincarnation isn't tied to past behavior. Instead souls always come back- so long as there are people being born (which makes the disasters and destruction of nations at the start of that campaign particularly awful). But a couple of sessions ago, the players came across the dead bodies of a group of Elves on a mysterious floating island. They're in a kind of fantasy Battlestar Galactica escaping fleet. The Insect-race NPC group offered to convert the dead bodies into material resin to help repair some of the ships of the fleet. The Elf player at the table at first objected- but then we talked about it. Given that souls always reincarnate, the bodies of the dead would probably mean less to the people of that world. We had a nice collaborative talk about how they would view such bodies and what kinds of ceremonies might be proper. So that was a detail that end up coming back as a nice narrative moment.

happysmellyfish wrote:
So I think that might be important - giving the creation process some teeth, rather than leaving the translation into actual play up to the GM.


You are right that Microscope doesn't offer direct system mechanics, but that would be a very different game. I'd be curious to see how something like that would work. But you do have a toolkit, with a ton of resources, available in the form of Savage Worlds which the GM and/or players can pick and choose from. That may be one of the best kits out there to build very different games.

So what do you get:
1Players can say what kind of game they want. They can establish the kinds of stories they want to play in, the kind of world they want to explore, the kinds of things they like and don't like. If they have something they've always wanted to play, they can do that. You could ask players about that directly- but in my experience, players aren't as forthcoming about that or dismiss some things at a global level when they really only object to a couple of facets of it.

2The GM gets a world built for them. They can focus attention on coming up with interesting stories and plots within that world. And they haven't had to go buy a setting sourcebook. They get to play with the details. These aren't constraints, but opportunities for the GM to come up with something unique.

3The players know the setting. The GM will obviously add on to the world, but at the start, the players are all on the same level playing field. Depending on how much shared power there is at the table, this can give the players more freedom to fill in details. But importantly, none of the players will feel left out.

4The players have "buy in" to the setting. They built it, they own it. I love being able to bring back ideas or details from the timeline at the table- and the player who added that to the story gains a feeling of success and achievement.

5Finally, don't underestimate the power of Microscope- run according to the rules in the book- to empower players who might otherwise be quiet or wallflowers. In Microscope everyone gets a chance to create something, and must create something, without other players commenting or butting in. Then their ideas can be played with and transformed through the process, giving some validation to what they've done.

OK, so that was an overly long reply. I'd also point you to user
Maze Controller
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P.S.
happysmellyfish wrote:
Incidentally, I assume you've read Terry Pratchett's City Watch line? They were always my favourite...


Actually, no I haven't but several people have now mentioned those to me, so I'll have to track them down.

tl/dr I like Microscope.
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  • Edited Thu Dec 15, 2011 8:54 pm
  • Posted Thu Dec 15, 2011 8:53 pm
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Ash Hauenschild


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Ben Robbins wrote:
Well, the warranty is void if you haven't read the rules.


edige23 wrote:
First I do want to suggest that you pick up and read Microscope.


Oh, I never thought I was actually playing Microscope! It was just the major inspiration behind the process, without in any way providing the mechanical framework. In fact, something we did actually use was the list of "Fantasy Worldbuilding Questions" found at http://www.sfwa.org/2009/08/fantasy-worldbuilding-questions/

So I wasn't really suggesting that Microscope doesn't work for this kind of thing - although, ideally, I'd still like to see mechanical (rather than simply narrative or colour) implications for the creation process. In my case, there was a cross-purpose behind the kind of campaign we'd decided to play, and the stuff being thrown up by the process.

We'd come from a couple of fairly abstract indie games, and wanted something traditional and mechanical to sink our teeth into - hit points, a battle grid, all that kind of stuff.

But the creation process was throwing up these crazy details. The multiple moons, for example, had an impact on magic along the lines you've suggested - magic was tied to gender in a big way, and only the "seventh son of the seventh son born under the right moon" would have powerz. Cute details like "that seventh son must protect each of those siblings, or lose his blessing."

But then we hit a roadblock: taking the magic edge in Savage Worlds is like investing a resource. What if that character's brother dies? Isn't he screwed? It would throw out all balance, and basically leave a dud mage. As GM, I could have tacitly announced that I would never screw with characters in that way, but where's the fun in that?

Now, of course, I regard Savage Worlds as more-or-less broken to the committed gamer anyway, so am a lot more relaxed about messing up the rules. But at the time there seemed like a disconnect between the world creation (which demanded fundamental changes to the mechanics) and the rules of "actual play" (which we felt unequipped to really change).

Does that make sense? It's like, "Cool, in our fantasy campaign every warrior can only hold a blade in their left hand or risk the wrath of the gods - but, wait a minute, why would I bother choosing a Berserker if I can't dual-wield?"

If you're using a crunchy set of rules for actual play, and you think the balance of those rules is important to the campaign, there does seem to be potential for disconnect between the two. Apart from that, I'm totally on-board in terms of the increased player buy-in, story hooks, et cetera.
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  • Posted Sun Dec 18, 2011 11:20 pm
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Lowell Francis
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happysmellyfish wrote:
Now, of course, I regard Savage Worlds as more-or-less broken to the committed gamer anyway, so am a lot more relaxed about messing up the rules.


I'm curious about what you mean by this, and what system you would see as not broken to the committed gamer? I think what you're linking rules crunch, balance or detail with game commitment, but I'm not sure which.
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  • Posted Mon Dec 19, 2011 12:03 am
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Oh - this guy I know, he's got a mind like a laser designed to exploit even the tiniest cracks. Without ever becoming obnoxious or argumentative, he calmly and systematically builds absolutely, monstrously effective characters. In that sense, it becomes extremely difficult for his character not to outshine everyone else in the party.

Which is fine, really, and not a slight against Savage Worlds - but it does make some play styles awkward, at least in my experience. So I don't mean broken in any kind of "we can't play this" way, just that we all sort of expect his character to be orders of magnitude more awesome than the others.

In terms of which games would circumvent this issue, I'm not sure. Obviously something like Shock: Social Science Fiction (1.0, 1.1, 1.2, & 1.3 Versions) does the trick, and I also suspect Dungeons & Dragons (4th Edition) is kinda laser-proof, but other than that I don't know.

To answer your question, I mean "broken" in relation to the balance of effectiveness between characters.
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  • Posted Mon Dec 19, 2011 1:21 am
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Steven Robert
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Lowell, great stuff! This is a problem I've thought about too...I've always wanted to pull off an urban fantasy campaign, but in that kind of setting the PCs really should know the territory (unless you go with the newcomer-to-the-city trope). So it never worked in my head until I encountered the recent spate of collaborative setting creation "games." I hadn't thought to re-spin Microscope for this, it's a great idea.

Have you checked out the city creation rules in The Dresden Files Roleplaying Game, Volume 1: Your Story? Your system ends up resembling theirs in a lot of ways, except for the key difference of following Microscope-style working in parallel individually instead of explicit discussion. (My own musings have taken this route; I should write this up at some point if I can dig out my notes!)

The other difference is that Dresden establishes a couple of clear themes for the game, which I think would focus play more clearly than Microscope would - which, at least in my head, would fuel a more episodic style of play that feeds off of each player's separate contributions.

One thing I wanted to explore in this context was the map - I was thinking that each player could generate a "ward," and then follow the FATE game paradigm of finding links with a neighboring players' neighborhood - whether symbolic or literal.

Anyway, great stuff as usual Lowell!
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  • Posted Thu Dec 22, 2011 5:07 am
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