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Amnesiacs with Blank Sheets: Scene One

Started by James McMurray, September 04, 2007, 12:37:11 PM

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James McMurray

The system I'll be using is probably White Wolf's Scion, but anything could fit. It's geared towards a attribute + skill game. The idea behind it is in this thread. At this point, since there are no stats, there is also no rolling. Unless something doesn't fit the genre (modern thriller), the action is automatically successful. If it doesn't fit the genre, and no way to make it fit can be found, it automatically fails.

Layout of the scene (and all future scenes, unless something else rears its head) will be:

  • Purpose: why the scene is here, both in terms of the story and in terms of filling out the character sheets.
  • Setup: describes the start of the scene in as vague of terms as possible
  • Options: lays out some possible choices the PCs may take, and what stat gets boosted if they do. This is just some stuff that's been added as possibilities. If they go another route and it fits the genre, have at it.
  • Exits: Ways to leave the scene and proceed to the next

The scenes are more railroad-y than I prefer, but the character sheet filling kinda requires it. They could be filled with impromptu gaming as well, and almost certainly will be in some places, so the scenes provide a blueprint but not a finished product.

As much as possible I've tried to describe scenes in terms of Schrödinger's Scenery. That is, scenery and NPCs which are only given the briefest of description, and filled in based on the players' questions. So instead of a "sturdy, metal cot" it's just a cot. If at all possible, try to answer the questions in a way that reacts positively to the PC's plan. If they ask how big the air duct is, they probably want to climb through it, so it needs to be big enough that it is usable.

For bonuses given, if a character assists another in a task, they get half the boost, while the character suggesting it still gets the full amount.

Just keep running tallies right now. Character sheets are filled in at the end of the adventure.

Purpose
In game: Introduce the PCs to one another. Escape the immediate captivity of the cell.

Out of Game: Gives opportunities for social interaction, athletics, contortionism, investigation, lock picking, and more. Can result in combat if the players want it to, but the first guaranteed combat scene is phase 2.

Setup
You wake up in what appears to be barracks or a cell, with no memory of who you are or why you're here. You look around the room and see ___ other people filling the cots in the room.

(have players describe themselves): This will help to determine some basic attributes. There's way too many possibilities to try to cover them all, but in general "big and burly" would give more strength and stamina, "lithe" or "wiry" would give dex, "handsome" gives appearance, and glasses give intelligence.

Describe the room:

  • One cot per person
  • Each person is wearing plain blue overalls
  • Air duct in the ceiling
  • Door is sturdy wood, locked
  • Through the door can be heard a TV playing. Every now and then someone argues with it.
Flesh out the description of the room based on the questions the players ask, going around the table until the room has been fleshed out fully, making sure that everyone gets the same number of questions. Keep questions focused on the room and it's contents.

(have players write down their ideal escape plan. It cannot rely on assistance from outside the room): The plans themselves are used to award points as per the options below. After plans are turned in, have the players discuss their plans. The social interaction will award Charisma, Presence, etc., depending on who says what.

Options
Some actions are more difficult than others. For just trying the action the PC gets a boost in that area. When they try, describe the action as being very difficult, and then ask if they succeed. If they do, they get the larger boost to their skill.

The baseline for actions is here. Sorry for the link instead of just putting it in the thread, but it took a while just to get the table formatted, and changing to a BB layout is more than I'm looking to do. It's a very small table of actions, their possible in game results, and the changes that will appear on the character sheet.

Exits
However they manage it, the scene exits when they've overpowered or suborned the guard and everyone is out of the cell.

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Questions, comments, and/or (especially) things that would fit the scene which could be added to give outlets for more skills?

chuckles

RAPE RAPE RAPE


Maybe that'll get some people in here.  

How will you walk the fine line for social and mental stats?  Sorta of going back to the old problem, I can't talk but my character can.  Maybe a benie system, anytime that come up with something cool to bring the world/room/other characters to life (by explaining or whatever) they get a benie to give themselves a quality that they know little about.  Like I'm not sure if this is modern day, but does anyone in the group know about cars, or electronics, cause they could become a problem, and so maybe having a way around that would help.
 

James McMurray

Just trying to talk to someone is worth social stats. For instance, trying to convince the gaurd of something is worth +1 charisma, no matter how it's phrased out of game. Likewise, when you reach a conclusion about something intellectually, if at all possible it immediately becomes the correct conclusion, and you get a tick mark next to intelligence.

Those are definitely the tougher areas, and I'll have to design further scenes to handle that. A lot of that will have to be just eyeballing it. If a couple players do a lot of thinking things through, while others want to take off and fly by the seat of their pants, the first gets Intelligence and the second Wits. If someone follows the heard without a lot of critical thinking, they'd get neither.

I'm looking at at least 5 scenes, maybe more:

1) The Cell
2) Escaping the building
3) The area around the building, involving a choice between wilderness or road. Both will also involve a chance to talk to a lone hunter (a.k.a. Anansi)
4) A night club, the outside of which gives a choice of vehicles to steal, and the inside of which offers chances at social interaction and information gathering.
5) ??? - I need something here to tie everything together, give them their character sheets, and introduce plot hooks to use in moving the characters closer to becoming true Scions.

James McMurray

Oh yeah. If the players want to involve themselves with Rape, that's cool. Given the nature of the adventure they'll automatically succeed, grab a point of Larceny, and maybe a point of Brawl if they wrestle them down.

If they get really graphic, they'll get a point of "we don't want to hear that shit." :)

chuckles

I think you should force them to rape, that would be awsome.

You could have Titanspawn attack, for scene 5.  That would throughly put it in the mythical world, maybe even before they leave the building, then have them escape.  Otherwise a news story about themselves, or a case file might be good.
 

James McMurray

I want to keep the Titanspawn low key at first, with the first session being all about creating the characters. The follow-on sessions would be closer to Neil Gaiman's American Gods than Scion's Modern Mythology.

Basically it's a setting where the gods of old are real, but slowly dying. They need the belief of humans to keep them around, and that faith is being moved out of religion and into Ideas and Icons. For instance, Media, the new American God of broadcasting is more powerful than Odin, because television is more revered than Old One-Eye. There's also the Technical Boy, who is the personification of the belief that youths, especially teenage boys, are unbelievable whizzes when it comes to anything techinical.

The titans won't exist. Instead it's a war for humanity's attention between the Old and the New. The titanspawn critters, like Shinobi and Oni, will still exist though, either as new personifications of an idea (Shinobi = 80's Ninja Movies), or as Old Creatures latching onto any master to stay alive.