games:serial_experiment_jump
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games:serial_experiment_jump [2013/06/14 07:52] – Swapped Amber and Natalya brent | games:serial_experiment_jump [2013/12/12 10:47] (current) – Added "cleanup jump" rules brent | ||
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===== The Story Premise ===== | ===== The Story Premise ===== | ||
- | You will play one of several characters who work for the Temporal Research Agency. Each character has a special power. They work mostly in the modern world, but are occasionally sent to other times. | + | You will play one of several characters who work as part of Team Seven of the Temporal Research Agency. Each character has a special power. They work mostly in the modern world, but are occasionally sent to other times. |
- | The characters include: | + | ===== The Characters ===== |
- | * **Mike**, who can lay his hands on any metal machine and understand its mechanics. By touching a lawnmower, he will immediately know how to turn over the engine, where the throttle is, etc. More complex machines (bulldozers, | + | ==== Mike ==== |
- | * **Natalya**, a brash young woman with a supercharged bio-electrical field. She can pump this up to affect electrical devices or discharge a painful electrical pulse into a target through her fists. She eats like a horse and stays rail-thin. She clearly has a thing for Mike, but she' | + | |
- | * **Amber** is a tall, serious woman who wears glasses. If she touches a conscious person, she can read their surface thoughts and emotions. If she can touch a sleeping person for an hour, she can read their current dreams. If she touches a drugged person, she can direct that person to reveal memories. Cool and detached, she nevertheless has feelings for Mike, who is the only person not freaked out by her ability. | + | **Mike** can lay his hands on any metal machine and understand its mechanics. By touching a lawnmower, he will immediately know how to turn over the engine, where the throttle is, etc. More complex machines (bulldozers, |
- | * **Ken**, a security | + | |
+ | **How He Sees Others:** Natalya is sexy but weird. Amber is intimidating but awesome. Ken is strange but very useful. | ||
+ | |||
+ | ==== Natalya ==== | ||
+ | |||
+ | A brash young woman, Natalya can pump up her supercharged bio-electrical field to affect electrical devices or discharge a painful electrical pulse into a target through her fists. She eats like a horse and stays rail-thin. | ||
+ | |||
+ | **How She Sees Others: | ||
+ | |||
+ | ==== Amber ==== | ||
+ | |||
+ | Amber is a tall, serious woman who wears glasses. If she touches a conscious person, she can read their surface thoughts and emotions. If she can touch a sleeping person for ten minutes, she can read their current dreams. If she touches a drugged person, she can direct that person to reveal memories. Cool and detached, she nevertheless has feelings for Mike, who is the only person not freaked out by her ability. | ||
+ | |||
+ | **How She Sees Others:** Mike needs her as a mentor. Natalya is too brash for her own good. Poor, poor Ken. | ||
+ | |||
+ | ==== Ken ==== | ||
+ | |||
+ | A former Secret Service | ||
+ | |||
+ | **How He Sees Others:** Mike needs to man up. Natalya is a kid who needs discipline but has a good heart. Amber' | ||
===== Setup ===== | ===== Setup ===== | ||
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The group chooses a scenario. Each scenario describes a basic situation, a goal for the group, and a goal for each character. | The group chooses a scenario. Each scenario describes a basic situation, a goal for the group, and a goal for each character. | ||
- | Each player also chooses a character. | + | Each player also chooses a character. Each player receives one dark token and one light token. |
- | Randomly, choose one player to be the Teller, and another to be the Pusher. | + | Randomly, choose one player to be the Storyteller, and another to be the Pusher. |
- | Set up a timer to go off after one third of your scheduled time has elapsed. So, for a one hour game, set the timer for 20 minutes. | + | Set a timer to go off after one third of your scheduled time has elapsed. So, for a one-hour game, set the timer for 20 minutes. |
===== Playing the Game ===== | ===== Playing the Game ===== | ||
- | ==== The Teller | + | ==== The Storyteller |
- | The Teller's job is to tell the story. The Teller | + | The Storyteller's job is to tell the story. The Storyteller |
+ | |||
+ | Every time the storyteller puts his or her character in a tight spot and wants to succeed, the storyteller must place a light token back into the center of the table, at which point the storyteller receives a dark token. If the storyteller has the character suffer a setback, the storyteller places a dark token in the center of the table and receives a light token. | ||
==== The Pusher ==== | ==== The Pusher ==== | ||
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The Pusher has two jobs: | The Pusher has two jobs: | ||
- | - Describe threats and antagonists that are preventing the Teller's character from achieving his or her goal. | + | - Describe threats and antagonists that are preventing the Storyteller's character from achieving his or her goal. The Pusher may actively play these roles, too. |
- | - Monitor the Teller | + | - Monitor the Storyteller |
- | // | + | // |
- | Note that the Pusher may also play as his or her character while acting as the Pusher, but the Pusher | + | Note that the Pusher may also play as his or her character while acting as the Pusher, but should always prioritize Pusher duties over his or her character. |
==== Side Characters ==== | ==== Side Characters ==== | ||
- | If a player is neither | + | If a player is neither |
==== Timing the Scenario ==== | ==== Timing the Scenario ==== | ||
- | When the timer goes off the first time, the Pusher must introduce a significant plot twist. Reset the timer for the same length of time, so it will go off two-thirds into the session. | + | When the timer goes off the first time, the Pusher must introduce a significant plot twist. Also, everyone checks his or her goal for the scenario (are you making progress?). Reset the timer for the same length of time, so it will go off two-thirds into the session. |
+ | |||
+ | When the timer goes off the second time, the Pusher must introduce a major plot twist that pushes the characters towards a final confrontation with the antagonistic forces of this scenario. Also, everyone should again check his or her progress towards his or her goal. | ||
+ | |||
+ | ===== Notes on Time Travel ===== | ||
+ | |||
+ | Agents are allowed to travel back in time in disguise and prepare for a mission after they completed it. For example, during a mission, you can declare that you previously hid a gun in the glove compartment. After the mission is over, you're allowed to jump back and hide the gun before you arrived for the mission. | ||
+ | |||
+ | However, agency funds for such " | ||
+ | |||
+ | ===== Tools ===== | ||
+ | |||
+ | If playing face-to-face, | ||
+ | |||
+ | If playing online, have each player change their text overlay/ | ||
+ | |||
+ | ====== Scenarios ====== | ||
+ | |||
+ | ===== Flight 771 ===== | ||
+ | |||
+ | {{ https:// | ||
+ | Team Seven is sent back in time to 12 May 2010 onto [[https:// | ||
+ | |||
+ | **Group goal:** Ensure that only 9-year-old Ruben van Assouw survives the crash. | ||
+ | |||
+ | **Mike' | ||
+ | |||
+ | **Natalya' | ||
+ | |||
+ | **Amber' | ||
- | When the timer goess off the second time, the Pusher must introduce | + | **Ken' |
games/serial_experiment_jump.1371221554.txt.gz · Last modified: 2013/06/14 07:52 by brent