I’ve started tabletop playing again, although it’s via Google Hangouts rather than in person. My brother (whose excellent gaming and storytelling blog, Age of Ravens, you should check out) running a Changeling: The Lost campaign and it’s a great way to spend a little time with both him and my sister-in-law, along with meeting some new fellow players. I really love what he’s doing, which is using a system called Microscope in order to collaboratively generate the setting for the game, and it’s making me wonder about the possibilities of it for generating a shared world setting.
We went around the “table” first generating some high level concepts, such as vampires being very rare in this world, the existence of neon elementals, and some rule-specific stuff that kinda flew past my head, but which I’m understanding more as I keep going through the rules. The game’s set in Las Vegas, but successive rounds helped define the specifics of the world and some of the NPCs, like Wayne Newton: Werewolf Hunter or the Count, a bitter, twisted man who runs The Society for the Preservation of Vampires. Lowell’s blogged with more complete details here.
I really love this sort of session, because it’s so much fun to take someone else’s addition and riff on it. After the first round, the person starting each one had to come up with what’s called in Microscope terms a “lens,” something that each addition that round must reference. Ours were: guides, corruption, and alien abduction, and if you look at Lowell’s write-up, you may be able to trace where some of those items came from.
Interesting. I recently went looking for a new set of RPG rules to replace C&S rules I used to run. Never heard of Microscope, and it looks intriguing, though I’ve never heard of a set of rules that doesn’t use a GM (sounds more like a wargame than an RPG, though I spent a couple of years running/playing in a shared Champions setting which amounted to pretty much the same thing).
Rule set I’ve picked up is something called “The Burning Wheel.” Generic system (not for a specific setting except is is fantasy, though another book is out which adapts the system to scifi) and I’m trying to adapt it to use my old fantasy setting, though I may have to “crash” it and build upon the ruins (I’m speaking literally, not figuratively). Character generation is kind of complex (it’s the one weak point I’ve seen brought up in reviews) but the system seems clean and simple. Still reading it, but I’ve already picked up the other three books the Griffon had for it.
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Active Verbs
Active verbs slice to the heart of a sentence’s meaning, inject action, make prose dance with precise control. Active verbs cajole, captivate, charm, and compel. They lend the muscularity of manual labor, a scapel’s taxonomic precision, and the graceful sway and bob and glide and jump of a dance.
Seek out active verbs, make them your writerly quest. Enlist them in your cause and they’ll help explain a story’s nuances to a reader. Write them down on your shirt cuffs and use them to goad your sentences into performance, or suck on them in your sleep until each dream is a single verb: swim and replenish and grip.
Use verbs, but treat them kindly. Ride them hard but with the respect they deserve. You will find they reciprocate, and verbs will collect in your pockets like marvelous, multi-colored pebbles you can use to build your story.
Writing exercise: Find three verbs concerned with a particular profession and use them in a sentence that never mentions that profession or its tools. Then think about how that sentence might become a title. Then pick your favorite verb and embroider it on your pillow. Okay, I’m kidding about that last. But think about verbs, let them steep tea-strong in your mind, like catfish in the shadows of a riverbank, capable of flicking their tail and vanishing, leaving only a dark trace.
Synopsis: Stella’s life is on the unusual side, but whose isn’t nowadays, half a century after the Fall that led to this ruined landscape with its mesh of mythology and machinery? Still, being brought up as part of a troupe of circus performers wandering along the coast of the Inner Sea, going from small village to small village, sets her apart from many.
Even more alienating is the fact that she doesn’t know who her parents were. The others in the troupe deny any knowledge of them, and so Stella feels herself a stranger among them, particularly as adulthood draws near and she must figure out what her role with the circus will be.
When one of the circus elders reveal that Stella’s mother was, in fact, a circus performer, Stella must navigate feelings of betrayal, new responsibilities, and her mother’s legacy of magic-enhancing technology. When she fails to control her temper and half the circus burns down as a result, she’s ejected from the only family she’s ever known.
Accompanied by a village girl named Abacus (Abbie), the two strike inland, hoping to find the city that Stella’s father was rumored to come from. Their ingenuity and bravery are put to the test as they battle minotaurs, mutants, and other perils created by the crumbling technology of a long-gone scientific age.
When they finally come to the city, they find it deserted, much to their despair. But that night they are seized and taken to find Stella’s father, who lives far above on the space station. Abbie is slated to be the human sacrifice who will “pay” for Stella’s admission to the station, but when they find out they manage to (with great peril and suspense) flee to an abandoned lunar colony, where they come face to face with the greatest challenge of all: the aliens who created the Fall.
From the first chapter:
I’m practicing juggling again, because it’s raining outside, big fat bloodwarm drops drumming on the tent’s waxed canvas. In an hour, as the day’s light vanishes, the circus’s light will begin to flicker and shine, powered by the ancient turbine/treadmill pulled by three ponies and a servobot. Townsfolk will wander through the maze of entrance gates and aisles, hesitant and eager all at once, pockets full of silver slugs and other tradeable metal.
They’ll wander through the booths, looking at the freakshows and trying their luck at the games, winding their way towards the bigtop, ready to make their way up the creaking bleachers and sit to watch marvels unfold.
This time we’re within earshot of the ocean, a jungle-hugged glade near two different villages.
I drop a beanbag and curse. I’ve worked my way up to four at a time, but keeping five aloft continues to elude me.
Roto the Tiger Boy sticks his head in the flap in time to catch the last words. His whiskers twitch. He holds out a tin silently and I take it, gesture at him to sit on the floor. He does, closing his eyes as I start to apply the orange greasepaint that colors his dun fur, turning him from an ordinary cat-man to something more exotic.
What can I apply to myself, what will turn me into the exotic thing the circus just hasn’t realized it needs yet?
One Response
Interesting. I recently went looking for a new set of RPG rules to replace C&S rules I used to run. Never heard of Microscope, and it looks intriguing, though I’ve never heard of a set of rules that doesn’t use a GM (sounds more like a wargame than an RPG, though I spent a couple of years running/playing in a shared Champions setting which amounted to pretty much the same thing).
Rule set I’ve picked up is something called “The Burning Wheel.” Generic system (not for a specific setting except is is fantasy, though another book is out which adapts the system to scifi) and I’m trying to adapt it to use my old fantasy setting, though I may have to “crash” it and build upon the ruins (I’m speaking literally, not figuratively). Character generation is kind of complex (it’s the one weak point I’ve seen brought up in reviews) but the system seems clean and simple. Still reading it, but I’ve already picked up the other three books the Griffon had for it.