One of my players has been using a hybrid (hehe) playbook I put together for him, that's a cross between @lumpley's Quarantine and @wurzel's Remnant. It's slightly setting-specific, and obviously tailored somewhat to the player in question, but I still kinda like it.
If anyone's curious, here's how it works:
I find when I publish a game that it doesn't seem real. Even when it's really, really real, like when there are cases of physical books in my living room and I'm putting them in envelopes myself and physically taking them by 10 and 20 to the post office, it seems imaginary somehow. Even then, like the books appear and disappear, not like I made them and they're real and I'm sending them to real people at real destinations. It's strange.
So much moreso, running a Kickstarter.
Just finished The Bloody-Handed Name of Bronze, v.2.4! PDF will be free to Patreon subscribers, of course! https://patreon.com/joshua Also finishing microshock:1 Alternator, my Altered Carbon Shock: focus micrograme! Both should be in print at PAX East this week!
The pattern you create just by choosing questions and answers becomes, as if by magic, an engaging, vulnerable, strong character with live-wire relationships and real emotional momentum. I think it's pretty cool.
Anyhow, that's it. It's an unusual little game and I'm eager to talk about how it works. Thanks for reading! (7/7)
And then the answers are constrained by the question, of course, but otherwise unscripted, and you're always allowed to elaborate.
"Oh, I give ground readily, but it's to draw you out. Soon I have you stumbling after me, off-balance, rushing forward to keep your feet under you." Or "are you kidding? I'm terrified. I give ground almost in a panic and you can drive me wherever you want." (5/7)
The scripted questions are all overtures, invitations, challenges, openings for your fellow players to take you up on.
They let you choose how vulnerable you're going to make yourself, and what kind of vulnerability, and they also make sure that you're offering enough for your fellow players to respond to. (2/7)
The King Is Dead is designed for any mix of roleplayers and non-roleplayers to play. I want to talk a little about that, one of the design principles that makes it work.
The game uses scripted questions to make sure that your interactions are charged and dynamic, and unscripted answers to let you give your character voice and expression. (1/7)
Working on an app edition of The King Is Dead. https://dice.camp/media/-AqLGaF8mTIok4NM0lM
So that's fun.
Game designer and crank. He/him.
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