Summary: Ben Robbins of Lame Mage Games is running a Kickstarter for a sequel/companion to Microscope, his game where you play out histories. I wanted to give a shout out to it, and promote it some, now as it enters its last couple of days.
Summary: Ben Robbins of Lame Mage Games is running a Kickstarter for a sequel/companion to Microscope, his game where you play out histories. I wanted to give a shout out to it, and promote it some, now as it enters its last couple of days.
BLOT: (02 Aug 2015 - 01:21:20 PM)
My primary reason for giving a shout out to the
This is not the only reason for my shout-out, though. I am also a fan of the sytem. I have not played it, much, but I want to play more of it, and it is unique enough in several key ways to be different. It doesn't need my love, I feel, but I gladly give it.
What makes
To give an example. Let's say you start with a campaign about some fantasy world that collects all of its books of magic into a single library. The opening period might be, "The Great Library of Thomas is founded on the Island of Abrexis," and the closing one might be, "The Library is found to have vanished one night." Then, in the first pass, you might add in that there was a mage war over the library, a long and bloody conflict, and that a school of esoteric magic was formed on Abrexis to try and find the rules of magic out. As you keep going around, you add more periods (broad eras), events (more specific moments that fit under the periods), and scenes (played out or narrative bits that fit under events) to flesh out the world and history. A plague across the world isolates the Library. A great king runs his kingdom with anti-magic laws and forbids his people to visit the Library. A great university opens up on an archipelago near Abrexis, and considers itself a rival organization.
To me, this is when it gets cool. Even with that much detail, one group might decide to focus on scenes related specifically to the Library. Others might focus in on the anti-magic kingdom. As you play out scenes, and ask and answer key questions to the world, the vibrant moments of history start bubbling up. Wherever any group ends their campaign, you know the history of the Library from start to finish. In real history, you never know all the details, it is only the details you want to focus on that ends up mattering to you.
In this way, you could have only a few major periods with lots of events in them. Or you can have lots of periods with only a scattering of events, and then have some events with lots of scenes. You can play out all of the scenes, are make them more narrative. Each group can play to its strengths and weaknesses.
There are a couple of basic rules. You play to various focuses, as dictated by a rotating lens (sort of like a first player, kind of a rough GM type for a round). You avoid collaboration as a player is creating a historical element, except scenes were everyone plays out characters as needed. Once added to the table, an element becomes canon. You start out with a palette that says things you want to add that might not normally be found or things you want to avoid that might normally be assumed as a given for a genre (in the case of the Library, maybe magic can only effect the four classical elements, and not humans directly).
A lot of people use their
It has a couple of days left, and I would highly recommend you back it at something like the $20 level, so you can get
OTHER BLOTS THIS MONTH: August 2015
Written by Doug Bolden
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