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PostPosted: Fri Oct 23, 2015 7:38 am 
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Anyone is interested into play Microscope?

It is a storytelling game with very few rules and no DM, based on cooperative storytelling.

It can be played with 2 to 5 players, but the book says the ideal is four.

Publisher's blurb:


Last edited by True_Believer on Thu Nov 26, 2015 12:34 pm, edited 1 time in total.

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PostPosted: Fri Oct 23, 2015 7:45 am 
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It's not D&D, so sure.
Although I'm generally wary of storyteller games, as they tend to have a lower sense of "player property".

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PostPosted: Fri Oct 23, 2015 7:46 am 
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interested, but won't know if i have time or not until the mafia game i'm in gets going

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PostPosted: Fri Oct 23, 2015 8:47 am 
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Mown wrote:
It's not D&D, so sure.
Although I'm generally wary of storyteller games, as they tend to have a lower sense of "player property".


It blatantly states in the rules there is no property of anything. You can create a character and other player may decide to assassinate it right after.


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PostPosted: Fri Oct 23, 2015 9:47 am 
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Yeah, I assumed as much.

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PostPosted: Fri Oct 23, 2015 11:10 am 
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Sounds like fun. I always enjoy this sort of freeform microgame.

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PostPosted: Fri Oct 23, 2015 12:34 pm 
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Humm... Maybe we have enough to start. Please confirm later if you do wish to participate.

The system is flexible to allow people to enter and leave almost at any time, although it is better to keep the same group.

The first thing to decide is what story do we want to tell. We need to choose a theme. As soon as that is settled I can create the game thread.

These are the first steps to create the game:

1) Define the big picture
2) Choose the start and the end to the History
3) Create a palette – Add or Ban ingredients that can be used

And the unbreakable rules:

No one owns anything in the history. It doesn’t matter who created something: when it’s your turn you can do anything you want with it. The only limits to your creativity are:

- Don’t contradict what’s already been said.
- Make sure what you add relates to the current Focus.
- Don’t use anything from the No column of the Palette.

I can explain this and the rest as we go as it is very simple.


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PostPosted: Sat Oct 24, 2015 7:08 am 
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Further explaining.

These are the first steps to create the game:

1) Define the big picture
2) Choose the start and the end to the history
3) Create a palette – Add or Ban ingredients that can be used

These steps are a group brainstorm.

1) Define the big picture.

Here we choose what we want to play: Sci-fi, horror, medieval or urban fantasy, weird, etc... And then we narrow it down a little.

2) Choose the start and the end to the history

Those points will be the limits of the story. It can be anything from a week to million years, depending on the story we want to tell. It will also serve as a start and the goal for the story.

3) Create a palette – Add or Ban ingredients that can be used

Here players take turns deciding what they want in the story or things they don't want. In other words they create the rules to be obeyed.

And then the game can be started. After that all decisions will be individual only.


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PostPosted: Sat Oct 24, 2015 7:09 am 
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I am in favor of something sci-fi.


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PostPosted: Sat Oct 24, 2015 7:45 pm 
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I've never been big on traditional sci-fi, unless cyberpunk fits. Supernatural modern settings are probably my favorite.
What kind of theme are we going for? A more serious or silly story?

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PostPosted: Sat Oct 24, 2015 7:58 pm 
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I'm quite fond of almost everything sci-fi and fantasy. Supernatural modern can be fine, if done well. White Wolf World of Darkness, for example.
Steampunk? Cyberpunk?

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PostPosted: Sun Oct 25, 2015 12:30 am 
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This sounds neat. Modern supernatural sounds promising.

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PostPosted: Sun Oct 25, 2015 8:20 am 
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When I said sci-fi, I was thinking about a sci-fi setting, with a focus on an alien race. Maybe showing the first contact with humans.

But I am wide open to suggestions.

Mown wrote:
I've never been big on traditional sci-fi, unless cyberpunk fits. Supernatural modern settings are probably my favorite.
What kind of theme are we going for? A more serious or silly story?


A like the more serious ones, not saying that we can do silly things sometimes. Silly things always have a greater impact when surrounded by serious ones as they will be unexpected.


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PostPosted: Sun Oct 25, 2015 11:54 am 
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When I said sci-fi, I was thinking about a sci-fi setting, with a focus on an alien race. Maybe showing the first contact with humans.


I do enjoy that sort of thing, and there are lots of places to zoom in or zoom out.

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PostPosted: Sun Oct 25, 2015 11:14 pm 
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So, if I understand this, we would basically be cooperatively writing a speculative fiction history textbook/History Channel Special?

It sounds like it could be fun, especially with a scenario like first contact. I'm going to at least keep my eye on this.

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PostPosted: Mon Oct 26, 2015 12:17 am 
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The game does seem to lend itself to predetermined scenarios and time frames. First contact is a good starting point. What would be the modern fantasy equivalent? Other than first contact with the supernatural I guess. That would be neat on a personal scale, but I feel it's played out on anything larger.

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Mon Oct 26, 2015 2:58 am 
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Well, you could run a "paranormal reveal", where all of society suddenly discovers the magical creatures in their midst, but yes, for the most part I agree. Modern supernatural scenarios tend to pull heavily from horror, which works best on a limited scale.

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PostPosted: Mon Oct 26, 2015 5:14 am 
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While I think this system can work with a limited scenario, I think the first game is better to be a broad one. There is more freedom this way.

So what will be scenario? The one I proposed or someone want to make a new proposal?

PS: Only remembering only confirmed players can vote. So please confirm now.


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PostPosted: Mon Oct 26, 2015 1:23 pm 
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I CONFIRM. Didn't mean to do it in capslock but I guess I'm just that serious. I vote sci-fi first contact. It's the only option that feels fleshed out so far. Should we decide on an end point too?

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
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PostPosted: Mon Oct 26, 2015 3:47 pm 
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As soon it is decided if we will be really using this option.


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