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  • File : 1315720873.jpg-(45 KB, 463x452, asdg.jpg)
    45 KB Anonymous 09/11/11(Sun)02:01 No.16255390  
    ITT: Unorthodox/Crazy campaign settings.

    You and your party are un-thought characters that must traverse the ever changing Fiction-scape in search of the mind of the author that will "create" them.

    The characters begin as common templates story wise, but along the way they gain their uniqueness by interacting with the ideas scattered all over the scape.

    But beware, great authors are a strange sight, and unscrupulous characters will stop at nothing to take your place.
    >> helpful comrade 09/11/11(Sun)02:04 No.16255404
    Sounds like a mixture of Psychonauts and The Pagemaster
    You need to patent this now, before someone else steals it
    >> Anonymous 09/11/11(Sun)02:05 No.16255413
    That'd be awesome- how would you handle multiple interpretations of the same character once a character became great or well known? It'd certainly allow the characters to explore multiple builds if they could actually have different "canon versions" of themselves, eventually having the action movie, comic book, TV, book versions.

    Maybe say that the most well-known/commonly thought about version is the "truth"? I don't know.

    I imagine setting up a game where you had to battle the alternate you that exists in horrible forum driven fan fiction!
    >> Anonymous 09/11/11(Sun)02:05 No.16255416
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    >>16255404
    TOO LATE! YOU'LL NEVER BEAT ME TO THE LAWYERS!
    >> Anonymous 09/11/11(Sun)02:12 No.16255468
         File1315721574.jpg-(52 KB, 522x399, 1294880873534.jpg)
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    And then you use the characters you created on a normal campaign!
    >> Anonymous 09/11/11(Sun)02:14 No.16255482
         File1315721659.jpg-(27 KB, 640x352, 1284696567320.jpg)
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    >>16255413

    I'm guessing every version is independent.

    >my god, the fan fiction.
    >> Anonymous 09/11/11(Sun)02:15 No.16255493
    I've got nothing to contribute other than this is a really, really good idea.
    >> Anonymous 09/11/11(Sun)02:15 No.16255494
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    >>16255416

    God damn it.
    >> Anonymous 09/11/11(Sun)02:17 No.16255497
    >>16255482
    >fan fiction
    The grotesque parodies that are badly-written fanfiction characters are essentially mooks.

    ...To say nothing of those that had the misfortune to be featured in more...adult fanfiction.
    >> Anonymous 09/11/11(Sun)02:22 No.16255538
    >>16255493

    Same.

    Well, I guess there's one thing.

    How do you 'win'?
    >> Anonymous 09/11/11(Sun)02:23 No.16255554
    >>16255404

    I'm not a great writer, so even if I did, I would't be able to flesh it out properly.
    >> Anonymous 09/11/11(Sun)02:27 No.16255583
    >>16255538

    By reaching the mind of an author.

    I think there could be multiple authors and the party has to decide which one is best suited for them

    Traveling to a mind however, should be a long and arduous journey.
    >> Anonymous 09/11/11(Sun)02:29 No.16255598
    >>16255583
    But what if you are the best author for the character?
    Are you supposed to write a book about the character?
    >> Anonymous 09/11/11(Sun)02:34 No.16255647
    >>16255598

    if I understand this right, the characters start pretty much blank, nothing much beyond the archetype, and as the campaign progresses, through some mechanic, you character get's fleshed out.
    >> Anonymous 09/11/11(Sun)02:40 No.16255697
    Hmmm, if you say that "getting written" is the end, that really changes things.

    I was thinking more that actually getting written up would be sort of a mid-level part of the campaign, and then guiding the persona that you are in the mind of the author so that the works you create are of lasting worth would be the latter half.

    If "getting canonized" is the end, it actually works better in some ways, since you can have the persona/archetype in danger of getting funneled off into fan-fiction/hentai/supermarket-check-out-counter-romance-novel level instead of actual worthwhile works.

    So the idea here is that you start out as an archetype, then you battle with "bad writing" tropes, trying to flesh yourselves out and become part of an interesting, consistent and compelling tale. Eventually you are canonized when you become a good enough idea and hopefully you've matured enough to become a classic, or at least a success, instead of getting doomed to the hell of being badly written and instantly forgotten.

    This system is great because it has a built in defense against chaotic stupid behavior or meta-gaming and inconsistency. Behavior like that actually physically damages the "story" that you are becoming and brings you closer to a fan-fiction character.
    >> Anonymous 09/11/11(Sun)02:42 No.16255714
    >>16255390

    so...

    The ideas... they would be personality traits, physical traits, ideology, alignment and all that?
    >> Anonymous 09/11/11(Sun)02:43 No.16255723
    >>16255697

    see

    >>16255468
    >> Anonymous 09/11/11(Sun)02:48 No.16255758
    >>16255697

    I imagine that you could have a system where the characters start out as base archetypes. Makes character creation really simple- you HAVE to choose a template and all actual progression occurs in game.

    You could have each player choose a goal that the archetype he/she is playing is striving toward- there are many types of success after all. The only two that I can really think of are:

    A) Blockbuster success: the character's motivation in becoming fleshed out is to be entertaining. You don't necessarily have to have any real substance.

    B) Classic didactic: the character's motivation is to represent and relay some deep truth of actual moral significance with his/her existence.

    As time goes on, you could also have powers that the characters develop that are based on genre. Early on the character's don't have to choose, but as they develop you have to increasingly define your alignment, attitude and genre, with your in-game abilities keyed off of the genre you are choosing.

    One of the cool things about this concept is that is also has a perfect excuse for every imaginable cross genre bending imaginable.
    >> Anonymous 09/11/11(Sun)02:53 No.16255804
    >>16255758

    I've got to get to sleep, someone bang out some basic archetypes that players could choose as well as some genres these archetypes can develop in.

    Genre and setting might even be different.

    Archetypes (you might even want to be WAY more general than these, even going so far as to have the character start out with NO stats/traits and develop everything in game):
    - Reluctant hero
    - Magical kid
    - Tough guy

    Genres:
    - Romance
    - Action
    - Comedy
    - Murder Mystery
    - Coming of age
    - Horror

    Settings:
    - Old West
    - Sci-fi/Space opera
    - Fantasy
    - Contemporary
    >> Anonymous 09/11/11(Sun)02:56 No.16255827
    How would the Fiction-Scape be shaped?

    I imagine it divided in zones by genre.
    >> Anonymous 09/11/11(Sun)03:04 No.16255902
    Author minds should be like rifts in reality that pop in and out of existence.

    Also, could there be characters that refuse to be created, and settle in?
    >> Anonymous 09/11/11(Sun)03:12 No.16255989
    but what happens if we end up in the mind of a shitty author by accident?

    >Here guys, we made it to the mind of...Ste.. Stephanie Meyer!
    >> Anonymous 09/11/11(Sun)03:17 No.16256044
    >>16255390

    This is a pretty neat idea, but it needs loads of world building to be possible.
    >> Anonymous 09/11/11(Sun)03:20 No.16256061
    ok, couldn't sleep cause this really caught hold of me.

    One of the great things in this game idea is that character death means nothing- it actually helps you out really. The players goal should be to really make a cool character and story with the GM, and by so doing justify the game's conclusion that the "ideas" have fully formed in an author's mind and been Canonized.

    the young archetypes you start playing are destined to become faces, masks if you will of the archetype. If you succeed you are Canonized, incapable of ever being forgotten and forever remembered as a valued link in the thousands long chain of many other re-tellings of the same archetype. Fail and you are doomed to be Forgotten.

    Character death is all just a part of the story- if each game or "chapter" as WoD would call them is seen as a different mind, or group of minds playing with and considering the character then the setting and theme of each game could be wildly different, and character death would all just be part of the fun of making it memorable and significant. Your character could die one game while getting rough drafted and flashed out and you have no explanation needed for why the idea is still around the next game.
    >> Anonymous 09/11/11(Sun)03:26 No.16256117
    This is amazing. I'm sturggling to think of how you would be able to properly define the endgame though.

    All i've got so far are:

    >When the GM is happy with everything
    >GM gives you a checklist at the start, once everything is ticked off satisfyingly
    >You create a checklist
    >A different checklist is provided by the game for each archtype, genre and sub-genre
    >Until the player is happy with it
    >Final boss battle with other potential characters in the author's mind
    >> Anonymous 09/11/11(Sun)03:29 No.16256138
    >>16256061

    A campaign of this game might go like this:

    Game #1 "daydreaming". Players show up with no characters, but kinda know the concept of the game. The archetypes aren't even really aware that they are anything so lofty as that yet, they are just pretend ideas, having fun in the minds of children on the playground- the basic rule of fair-play is there, the children shoot down ideas about one kid's imagined persona being far more powerful or influential than the others- but beyond that there are no rules, powers are arbitrary, setting, theme, genre all blend and overlap without any more limits than kids running around in recess provide. The goal of the game from the GM perspective is to have the players kick around some character ideas and get used to the setting and the concept of the game while telling a fun story- all before the children get called in from recess.

    Games 2-5ish

    The archetypes now wander the ideascape as matured entities, the heady power of youth is gone and they are aware that to be Canonized and influence the real world that things need to tighten up. Each game revolves around the character's interacting with and being considered in a different person or group's mind. One game they are being rough drafted here in a fantasy novel, one time in a woman's idle fantasies (fighting off Cullen clones everywhere and trying not to become one), finally they are in a forum with a young writer bouncing ideas off his peers, he's insistent that one of the character's HAS TO DIE for this to turn into something good.
    >> Anonymous 09/11/11(Sun)03:32 No.16256165
    >>16255902
    Like an author!
    And they can bring more ideas into the world
    >> Anonymous 09/11/11(Sun)03:36 No.16256195
    >>16256138

    Game #3

    By now the character's have formed fully enough that they are pretty well stuck in the Ideascape of a single mind- they don't flit about here and there anymore. they are the unique idea of a single person now.

    Intro text by the GM that the player's are shooting through the internet in an email to a TV station. Soon they find themselves in a very different place, somehow, it is far more serious than they have ever imagined. It is a corporate meeting that is fielding the author's screen-play and considering making it a movie or a TV show. These idea makers don't play games- they are a cool and calculated bunch that only care that this story is marketable and profitable, profitable, profitable. They are going to run these characters through the paces, cutting or combining as they see fit. They shout at each other about what the pilot episode should contain. The players have to react to serious challenges, prove their concept shouldn't get cut, resist getting Stereotyped and having their identity disappear. If these corporate types tell the author that a certain idea doesn't make the cut.. the author will have to listen and the character faces a more real risk of being Forgotten than ever.
    >> Anonymous 09/11/11(Sun)03:38 No.16256216
    What would the basic template for a character be?

    Probably no name, since the author would come up with that. So what would the characters be called? Male, man, guy, hero, villain, ect.?
    Or maybe they could just be called Template to begin with.
    They'd probably have a gender, and a basic body build. Maybe even a personality.
    >> Anonymous 09/11/11(Sun)03:41 No.16256242
    >>16255902
    YES!

    An author's mind should be like a massive tempest in the middle of the fiction-scape. When you get close to these rifts, shit starts getting fucking skrewy, and would have totally bizarre happenings based on the kind of ideas that author would come up with: Like Edgar Allen Poe's rift would suck up all the weird ass creepy shit, so if you were near his rift, it would be all dark and scary. SHit would be so cash.
    >> Anonymous 09/11/11(Sun)03:46 No.16256291
    >>16256195

    So I guess becoming a Stereotype is just as bad as getting Forgotten.

    Final Game

    The Pilot Episode- the character's have made the cut and the gnere, setting, characters, personalities are now completely defined. The game's goal is to play out a first book, pilot episode, movie, whatever it is that they are getting Canonized as. The GM/plater goal here it to make the final product as good as possible, make the game as great a story as it can be and make the characters as memorable as possible. Hopefully you the players have actually succeeded at having fun and adding to the universal Archetypes in some interesting, new, memorable way.

    >This is amazing. I'm sturggling to think of how you would be able to properly define the endgame though.

    I think it's really just "when the GM and players are happy with it" The goal of the players, echoing that of the characters is just to tell a good story and have fun. When you think you've got it down, great! Having some actually crunchy rules wouldn't hurt certainly.

    I think in doing the little campaign theorizing I just did I hit on some good things.

    A) over-time the ideas that you play as become the unique ideas of a single person. This is where you are really invested, if that person abandons you, it's over and you could get Forgotten, or maybe possibly picked up as a far reduced entity that only exists in idle daydreams of lesser minds.

    B) The GM controls the "real people" that are doing the thinking. What they are actually doing (having a brainstorm in a corporate office, playing on a playground) is just a plot/flavor thing. The point is that the GM controls the "world and NPCs" as usual- these are the things that these people are thinking of. The players play the Ideas that have to react to these threats and scenarios that the people dream up- obviously the real people assume that these are their own thoughts, but the Ideas know better.
    >> Anonymous 09/11/11(Sun)03:52 No.16256349
    >>16256195

    and derp, that Game #3 should be Game #6.... the point is that after exploring various author's minds, or collective idea spaces like Forums, Writing Workshops, the characters (Ideas) are finally making a bid to get Canonized in one authors mind.

    Interesting point: Canonized characters would still exist in the Ideascape of course, the idea that you can have weird crossover adventures with Luke Skywalker and Batman was implicit from the very beginning of the thread.

    But anyway, one really idea would be to have books exist as separate realities in the ideascape than author's minds. You could have a section of the campaign where the Ideas are trying to get to someone who is in a library, so that they could then leave the volatile worlds that are active minds and explore and interact with the different, far more stable book realities to figure out who and what they want to try and be.
    >> Anonymous 09/11/11(Sun)03:55 No.16256369
    >>16256349

    You could explain that the book realities still exist in real people's minds, but that those people's very volatile mindscape is quieted and brought into a basic accord with a book they are reading. The bookscape will of course be colored by the individual reading it and imagining it, but it's a lot more stable place to be than in an active daydream.
    >> Anonymous 09/11/11(Sun)05:17 No.16256877
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    Bump for interest.

    Would it be best to homebrew or could an existing system be adapted for this?
    >> Anonymous 09/11/11(Sun)06:31 No.16257266
    Don't let this beautiful idea die!
    >> Anonymous 09/11/11(Sun)09:24 No.16258306
    LIVES! I COMMAND IT, THREAD
    >> Anonymous 09/11/11(Sun)09:51 No.16258515
    >>16255390

    This sounds interesting, but also pretty confusing IMHO.
    >> Anonymous 09/11/11(Sun)09:55 No.16258542
    >>16256369
    >>16256349
    >>16256195
    >>16256138
    >>16256061
    >>16255804
    >>16255758
    >>16255697
    >>16255413

    Did what I could /tg/. If you want to keep it bumped and get stuff done and start working on what the true "templates" are, or making a list of genres that a character/group can aim for.

    I figure the group of players kinda needs to form a cohesive identity... since it'd be too much to ask that all the characters get Canonized at once while one is a noir detective and another a pulp sci-fi Flash Gordon type.

    Although, giving up on that mash-up potential hurts one of the major cool things about the game's core idea.
    >> Aibaleet 09/11/11(Sun)10:05 No.16258613
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    I actually had an idea earlier today when I went to go buy a candy bar so I think I'll lay it out here, see what you guys think; A distinctively Indian-American themed game. Hindu lore (The fourteen worlds, Brahama creating the seven sages and Patara) mixed in with American culture (Baseballs, Hollywood and Apple Pie, all that jazz).

    Everything in the US is pretty much the same, but it has an Eastern Bend to it. Hollywood is replaced by Bollywood, and every single film is a musical (Trust me, Shutter Island would be much better this way). Humanity a whole has been transended into semi-divine beings, fully aware of their reincarnated histories with access to their memories and experiences of their previous lives, and traveling through the Upper and Lower worlds is as easy as driving to the market (Though Brahama don't appreciate you appearing in Satya). Everyone is granted a blessing from one of their gods in the form of a weapon that cannot be taken (Though usually it can only be lethal against one type of enemy). The plot? Snakes and floods, nigga.

    Also you work in a gas station lol
    >> Anonymous 09/11/11(Sun)10:07 No.16258620
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    >>16256242

    >Being near Lovecraft's mind.

    All of my nope. Have you read about the things he used to dream about?
    >> Anonymous 09/11/11(Sun)10:08 No.16258636
    >>16255404
    Can't patent ideas. That's just another aspect of the legal system that helps Hollywood screw writers over.
    >> Anonymous 09/11/11(Sun)10:24 No.16258771
    I imagine characters would progress from daydreams to ideas and so on as they get more defined. Think of it as a sort of identifier for status.
    >> Anonymous 09/11/11(Sun)10:41 No.16258884
    >>16258542
    Maybe the Genre is another way a character manifests.
    So, the Archetypes without am implicit genre have none. I imagine the world for such characters looks color- and featureless, grey walls, white liquid, and a sky in a lighter shade of grey above their heads.
    The more a character is defined, the more defined his world becomes: The big thing in front of him is now a dragon, or a dangerous xenomorph, or an eldritch abomination, or a mob boss with his army of mooks. The person in front of them is a princess, the daughter of the mob boss, a rich yound lady, or the hot alien queen. I think you get the idea.
    The important thing is, that the characters won't have the same view on things, merely an equivalent view. Maybe there could be a "Setting"-stat which over time derives an amalgam of the characters world views...
    >> Anonymous 09/11/11(Sun)10:48 No.16258933
    Maybe check out IN SPAAAAAAAAACE for a system, it works with a handful of nebulous character traits, sounds like something that would work for this.
    >> Anonymous 09/11/11(Sun)10:55 No.16259002
    I think some of you guys are going too deep with it.

    You should start like a vague idea, and along the way, you find concepts that will add up until you're a fully fledged character.

    Some ideas would be pretty common and be found simply laying around, others would be guarded, maybe even traded between characters, and others are so rare seeing one is a pretty major deal.

    During the journey, the party should encounter multiple characters, some friendly, other hostiles, but all in search of a mind to be written.

    I'm not sure about if there should be a government of any kind, but if so, it should be made of Muses.

    The scape should have zones pertinent to every genre and setting, unless the mind of an author is nearby, which warps the surroundings to it's liking.

    Still thinking on more things about it.
    >> Anonymous 09/11/11(Sun)11:04 No.16259066
    >>16258636

    That's not a bug of the patent system, it's a feature. Any asshole can have an idea. The patent system is there to prevent people's livelihoods from being stolen, by copying a finished work. Not an idea.

    If ideas could be patented, everyone would become a patent troll, instantly.
    >> Anonymous 09/11/11(Sun)11:07 No.16259087
    >>16259002

    I really like the idea of character traits being "solid" objects. But those should always come with a drawback, or else nobody will sell his precious identity.
    >> Anonymous 09/11/11(Sun)11:50 No.16259384
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    >I'm not sure about if there should be a government of any kind, but if so, it should be made of Muses.

    Fund it.
    >> Anonymous 09/11/11(Sun)11:50 No.16259386
    A D&D setting without any of the traditionally good races. Instead, I took the evil races (well, the interesting ones) and refluffed them. So, there were Cyclops crafters and smiths, Drow diplomats, Ronin/Knight Errant Illithids, stuff like that.
    >> Anonymous 09/11/11(Sun)11:54 No.16259415
    >>16259386

    Better yet.

    Flip the alignments around.
    >> Anonymous 09/11/11(Sun)11:54 No.16259420
    >>16259066
    It's a double edged sword. On one hand is means that Disney doesn't patent "man vs man", etc and then own all stories in existance. On the other hand, it means that if I write a script about, say, "ideas attempt to find an author to create them" and pitch it to a studio, they don't have to pay me anything if they want to make it. They have to pay for that exact script, but they can take all of the concepts for free.
    >> Anonymous 09/11/11(Sun)12:03 No.16259482
    >>16256877

    I'm thinking homebrew.

    The whole "characterization as actual character progression" sounds kinda hard to adapt.
    >> ಠ_ಠ 09/11/11(Sun)12:15 No.16259581
    You people decide to have this thread just before i have to go out? Bastards.

    For the love of god don't let this thread die. At least archive it.
    >> Anonymous 09/11/11(Sun)12:17 No.16259593
    >>16259581

    Actually, if you check the OP, it as been going since the early morning.
    >> Anonymous 09/11/11(Sun)12:22 No.16259628
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    >>16255404

    Thought about the same thing, but with Inkheart.
    >> Anonymous 09/11/11(Sun)12:35 No.16259716
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    >>16255989

    Pic related, only option.
    >> Anonymous 09/11/11(Sun)13:00 No.16259874
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    I am monitoring this thread.
    >> Anonymous 09/11/11(Sun)14:35 No.16260577
    What about, if the character ideas are solid objects, and you pick an idea, like... Hero Complex. As long as you have that item on you, you are gonna have to play your character as if he has a Hero Complex. Then, when you roleplayed this thing for a certain length of time, it becomes a part of you, permanently. This way you have a way to "measure" progression and you can also play around with ideas, to figure out which ones work and which ones don't
    >> Anonymous 09/11/11(Sun)16:27 No.16261625
    >>16260577

    That sounds like a great idea.
    >> Anonymous 09/11/11(Sun)16:37 No.16261709
    The cross-genere/setting posibilities for this are just amazing.

    Silly question; if the characters are aware they are fictional, can they work together despite having different alignments?
    >> Anonymous 09/11/11(Sun)16:42 No.16261771
    >>16261709

    i think toy story logic applies.
    >> Anonymous 09/11/11(Sun)16:47 No.16261813
    But there are no crazy setting ideas...
    >> Anonymous 09/11/11(Sun)16:49 No.16261829
    >>16255413

    >"...the Mary Sue is too powerful, we need backup!
    >> Anonymous 09/11/11(Sun)16:53 No.16261858
    WHY HASN'T ANYBODY SUGGESTED ARCHIVING THIS YET?
    >> Anonymous 09/11/11(Sun)16:58 No.16261908
    >>16255390

    This is way too meta for my tastes.

    Settings where chararcters are aware that they are characters are hard to roleplay and immerse into IMHO.
    >> Anonymous 09/11/11(Sun)16:59 No.16261913
    >>16261858
    We don't need to archive everything. The idea is good, but there's no follow up.
    >> Anonymous 09/11/11(Sun)17:07 No.16261968
    >>16256216
    Or they could start out with a name, and getting the author to use that name (or something similar) would be one of the challenges they'd face.
    >> Anonymous 09/11/11(Sun)17:09 No.16261980
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    >>16255390

    So the fictionscape is like imaginationland from Southpark?
    >> Anonymous 09/11/11(Sun)17:11 No.16261989
    >Wrote a silly, unorthodox campagin
    >All of my friends browse /tg/
    >Can't say what it is or they'll all read it and know what I'm doing
    >> Anonymous 09/11/11(Sun)17:16 No.16262033
    >>16261980

    for non created characters I guess.
    >> Anonymous 09/11/11(Sun)17:19 No.16262059
    >>16261989

    don't be like that.

    post it, but be vage about it.
    >> Anonymous 09/11/11(Sun)17:21 No.16262076
    This idea is good! But how woukd an actual game go? Lots of combat? Pure rp?
    >> Anonymous 09/11/11(Sun)17:26 No.16262125
    >>16260577

    I think as you pick a concept up, you should roll for how much control do you have over it.

    For expample, failing when picking up "Race" forces you to change into a random one, while succeeding allows you to chose, or even carry it without being affected by it.
    >> Anonymous 09/11/11(Sun)17:29 No.16262144
    >>16262076

    with the nature of the setting, I'm guessing RP is a main part of it.

    and having a plane filled with fictional characters of every possible genere should give you plenty of oportunities for combat as well.
    >> Anonymous 09/11/11(Sun)17:36 No.16262210
    5. Pratchett:
    Two new patients. One broken metaphor, bandaged her. Will keep her for a few days for observation.
    Other patient contracted an unknown disease. Wordcount way too high; diction seems to change at random. Disease doesn't seem contagious, isolated him regardless. Took blood sample.

    7. Pratchett:
    No new patients.
    The broken metaphor won't get better. I ordered bedrest, and she swears she doesn't get up and walk around. Asked if she was prone to sleepwalking. She denied it. Distracted and inattentive. Prescribed a sedative before going to sleep.
    Blood test exposed evidence of Horror, despite the patient claiming that he never got near this Genre. Other, as yet unknown influences, strong levels of emotion. No changes in condition.

    10. Pratchett:
    No new lasting patients, but many clinics. Mostly because of headaches, lack of attention, sleeplessness etc.
    Both attendant patients delirious. The girl had to be restrained. Wouldn't sleep at all for the last three nights, screamed, cried, deliberate self-harm.
    Man changed diction completely, wordcount higher than ever. Complains about toothaches. A component of the blood sample eludes classification, sent it to my mentor, Dr. Grubenbach.
    >> Anonymous 09/11/11(Sun)17:37 No.16262224
    >>16262210
    11. Pratchett:
    Things don't go well. Mass hysteria in the waiting room. Took the police to calm everyone down.
    Girl was found in the isolated room, lying at the bed of the man. She must have limped there in the middle of the night. Man gives off a faint shimmer in the sunlight, incisors appear to be elongated.

    12. Pratchett:
    Whole town in riot. Small cult seized control of my office, center of attention seemed to be my patient. The letter must be inside. Will try to sneak in at night to get it. Maybe Dr. Grubenbach knows of a cure.

    13. Pratchett:
    The unknown component in the blood seemed to be Romance, but of a peculiar kind. Dr. Grubenbach's letter sounded urgent. but it seems I was too late. There's a knock on my door. Outside the window, there stands a sparkling figure in the sunlight. Muses, have mercy!
    >> Anonymous 09/11/11(Sun)17:42 No.16262264
    >>16255902

    >Also, could there be characters that refuse to be created, and settle in?

    I think so. If all were focused on being written, then the whole place whould be a clusterfuck of characters fighting over the right to enter a mind.
    >> Anonymous 09/11/11(Sun)17:50 No.16262329
    >>16262210
    >>16262224

    >ilikewherethisisgoing.jpg
    >> Anonymous 09/11/11(Sun)17:57 No.16262387
    >>16262125

    This.

    The random chance should ensure characters consider it well before trying to incorporate an idea, and maybe harder to find concepts could be more specific in nature.
    >> Anonymous 09/11/11(Sun)17:58 No.16262395
    >>16255390
    I had an idea that I posted a little while back. I call it Aegukka, which is Korean for "patriotic song."

    Basically it's a low fantasy setting set in a pseudo-medieval and bleak North Korea. You are someone, be you a farmer, a soldier, doctor, and worker, who has somehow been marked by the Great Man-God. Because you have been marked, you must go on a Great Pilgrimage with others like you in order to earn passage to the Great Man-God's utopia, Pyongyang. Along the way you most route out any traitors, monsters lurking in the country side, and agents of the incomprehensible Foreign Devils that exist beyond the Great Barrier.
    >> Anonymous 09/11/11(Sun)18:02 No.16262432
         File1315778543.jpg-(48 KB, 500x500, 2455778473_587ec28129 (1).jpg)
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    >>16262395
    captcha ate my pic
    >> Anonymous 09/11/11(Sun)18:04 No.16262448
    >>16262395
    Also, the Foreign Devils are basically True Fae modeled after North Korean conception of other nations.
    >> Anonymous 09/11/11(Sun)18:22 No.16262632
         File1315779729.jpg-(14 KB, 245x271, 1262043495996.jpg)
    14 KB
    >>16262448
    >>16262432
    >>16262395
    Awesome!
    >> Anonymous 09/11/11(Sun)18:33 No.16262715
    rolled 80 = 80

    >>16262632
    I agree. I would love to read fluff about that setting.
    >> Anonymous 09/11/11(Sun)18:34 No.16262728
    I have an Idea:
    Every character has "archetypes", wich allows them to appear in certain media-genres.
    there would be:
    fantasy (high fantasy, low fantasy, steampunk)
    scifi (hard fantasy, soft fantasy, cyberpunk)
    horror ( splatter, lovecraftian, thriller)
    the characters could advance with buying "tropes"
    >> Anonymous 09/11/11(Sun)22:15 No.16264960
    bump.
    >> JSCervini !!L+hOixyXrvo 09/12/11(Mon)00:12 No.16266233
    I'm sure you all have already banged out ideas for the Pagemaster-meets-Psychonauts setting from >>16255390, but I had an idea for a party card game based on a mixture of literary/film types.

    You can find it here: https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B6dd97tCP05UMDEwZmQ3Y
    2EtMGI5MC00NTdjLWFjNzMtOThkN2Q2ZWNmZTNh&hl=en&authkey=CKCIypsP
    >> Anonymous 09/12/11(Mon)01:08 No.16266811
    i have submitted this thread to the sup/tg/ archive, hopefully it sticks around.
    >> Anonymous 09/12/11(Mon)03:05 No.16267791
    >>16262125

    what if you could use some concepts like weapons?

    example: pick up cowardice and force it upon an enemy somehow.
    >> Anonymous 09/12/11(Mon)03:17 No.16267900
    >>16267791

    That would need to have check to determine control over the idea and another check against the enemies will.

    But I think it's a pretty neat idea.
    >> Anonymous 09/12/11(Mon)04:05 No.16268258
    I once thought up a Planar Crash game for DnD 3.5

    Basically, the game takes place in a world where every plane of existence either eroded away to nothingness or crashed into the material plane, which was itself eroding away slowly. Nearly all the old school DnD gods are dead, so other Pantheons took over (Although their gods aren't in great shape). The geography made no sense, the main races were Goblins that worshiped the Egyptian gods living in the desert, Orcs living in a rainforest that worshipped Gruumsh (One of the few survivng old DnD gods), Bhuddist Yak Folk living on Mountains, Dwarves that worshipped the Greek gods and lived on hills, and Kobolds that worshiped the Norse Pantheon and lived in an icy tundra.

    'course, there were also bits and pieces of every plane and campaign setting scattered in long forgotten ruins. I was also going to throw in the ruins of New York City, a crashed UFO, and the entrance to The Complex from the Paranoia tabletop hidden somewhere in the rules.

    The only thing the players wouldn't be allowed to play are elves, who ended up dying out. Everything else was totally feasible and could be worked in.

    As I recall my imagined plot was hunting for the Jackie Chan talismans which would allow the world to be remade in the image of whoever held them all.
    >> Anonymous 09/12/11(Mon)08:26 No.16270255
    last bamp
    >> Anonymous 09/12/11(Mon)13:23 No.16272263
    I really like this idea.

    What system would be the best for this kind of setting?
    >> Anonymous 09/12/11(Mon)13:33 No.16272357
    >>16262125
    I just think that, even though this is a game about creating a character, the player should have some control over how their character develops.

    Also, if it's determined by dice rolls, you could end up with some silly characters that would make little sense. I just don't see those that as good for the game when, in my opinion, it's about creating memorable characters and stories.
    >> Anonymous 09/12/11(Mon)13:59 No.16272589
    >>16272357

    Failing should be rare enough it isn't a constant variable, but high enough to see it in play from time to time.

    Also, there is nothing stopping the player to keep on looking for another concept to replace or nullify the failed one.
    >> Anonymous 09/12/11(Mon)15:02 No.16273149
    So, basically, you turn the whole character creation process into a fully fledged game?

    It can't get much more meta than this.
    >> Anonymous 09/12/11(Mon)15:30 No.16273467
    >>16255497
    "Why Tom Sawyer, I do declare. I never thought you would make all the way to Muzzura" Becky played with a ringlet and sighed.

    Thomas simply stared.
    On THE PATH to become True Thomas he had never expected this. Never expected her looking like THAT.
    "Ahm guessin you want to rest that weary head of yours" she purred and patted the bed next to her,

    A modern-day warrior
    Mean mean stride,
    Today's Tom Sawyer
    Mean mean pride, slipped his hand back to where the laser pistol was tucked into the back of his pants.......
    >> Anonymous 09/12/11(Mon)15:43 No.16273617
    John Myers Myers wrote a book called Silverlock about a character on THE QUEST to either be a writer - or even just a better reader and has to travel the Commonwealth of Letters. where all the characters he interacts with are from fiction - both modern and ancient and mythology. I've described this poorly so lets see what the internet says...
    here

    http://www-users.cs.york.ac.uk/~susan/sf/dani/014.htm
    .. as much a game as a fantasy. It is the story of A. Clarence Shandon, an obnoxious Chicagonian who is washed ashore in the Commonwealth of Letters, and his adventures there. Those adventures, in themselves, make an enjoyable book, but half the fun in reading "Silverlock" is to identify the people and places he encounters, because every single one of them is borrowed from previous literature.

    Myers is fair, and provides a nice mix of characters, from the obscure to the readily identifiable, from those freely named to those whose identities are only hinted at. (I though I was well-read, but when I read "Silverlock" I recognized fewer than a third of the characters.) Characters such as (to give you a handful at which to try your hand) Lucius, who accidentally changes himself into a donkey with a magic ointment; Janet, who attempts to win her bespelled lover back at Miles Cross; Pangloss, who is sure that his being taken by slavers is all for the best; Miss Emma Watson (surely you remember her?); and Sir Despard Murgatroyd, who's cursed to perform an evil deed every day.

    You'll notice a third aspect to the book: Most of the people and places (all but one (two?) in the above examples) come from those classics which are antecedents of modern fantasy -- the great works of imagination that came before a genre was set aside for them. In a way, "Silverlock" is a tour of the bedrock upon which modern fantasy is built.
    >> Anonymous 09/12/11(Mon)15:48 No.16273685
    Different characters are seen differently from an altered perspective. Just look at an "alt art" thread in /b
    in Silverlock a Norse poem shows up.
    http://www.anitra.net/commonwealth/alamo.html

    here's an excerpt.

    The Ballad of Bowie Gizzardsbane

    Harsh that hearing for Houston the Raven:
    Foes had enfeebled the fortress at Bexar,
    Leaving it lacking and looted the while
    Hordes were sweeping swift on the land,
    Hell-bent to crush him. The cunning old prince
    Did not, though, despair at danger's onrushing;
    Hardy with peril, he held it, perused it,
    Reading each rune of it. Reaching the facts,
    He thumbed through his thanes and thought of the one
    Whose guts and gray matter were grafted most neatly.
    "Riders!" he rasped, "to race after Bowie!"
    "Bowie," he barked when that bearcat of heroes
    Bowed to his loved prince, "Bexar must be ours
    Or no one must have it. So hightail, burn leather!
    Hold me that fortress or fire it and raze it.
    Do what you can or else do what you must."
    >> Anonymous 09/12/11(Mon)17:22 No.16274848
    we need more like this
    >> Anonymous 09/12/11(Mon)19:27 No.16276141
         File1315870067.jpg-(594 KB, 1280x1000, imagination____by_punktlos.jpg)
    594 KB
    Bumping awesome.
    >> Anonymous 09/12/11(Mon)20:25 No.16276752
    I would make a short campaign using this idea, and then use the characters that result from it in another one.
    >> Anonymous 09/12/11(Mon)20:34 No.16276862
    How would it start tho?

    Would you spawn with an incorporeal form in a random location?

    Would there be someone/something to guide you? (Muses perhaps?)


    I like the setting, but the sheer enormity of it is making it kinda hard to approach.
    >> Anonymous 09/12/11(Mon)20:37 No.16276899
    Brainstorms.

    Massive drifting conglomerates of ideas that cause sheer havoc everywhere they pass.
    >> Anonymous 09/12/11(Mon)20:44 No.16276966
    >>16276752

    Actually... this isn't such a bad idea.

    Make it last one session or two.

    Might help for those times when your group isn't feeling inspired, or want characters that are wackier than normal.



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