games:serial_experiment_jump
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games:serial_experiment_jump [2013/07/23 21:10] – brent | games:serial_experiment_jump [2013/12/12 10:47] (current) – Added "cleanup jump" rules brent | ||
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==== Mike ==== | ==== Mike ==== | ||
- | **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, | + | **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, |
**How He Sees Others:** Natalya is sexy but weird. Amber is intimidating but awesome. Ken is strange but very useful. | **How He Sees Others:** Natalya is sexy but weird. Amber is intimidating but awesome. Ken is strange but very useful. | ||
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==== Amber ==== | ==== 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 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. | + | 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. | **How She Sees Others:** Mike needs her as a mentor. Natalya is too brash for her own good. Poor, poor Ken. | ||
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==== Ken ==== | ==== Ken ==== | ||
- | A security | + | 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' | **How He Sees Others:** Mike needs to man up. Natalya is a kid who needs discipline but has a good heart. Amber' | ||
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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 Storyteller, | Randomly, choose one player to be the Storyteller, | ||
- | 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 ===== | ||
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The Storyteller' | 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 Storyteller' | + | - Describe threats and antagonists that are preventing the Storyteller' |
- | - Monitor the Storyteller for delays (pausing, saying " | + | - Monitor the Storyteller for delays (pausing, saying " |
// | // | ||
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==== 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. | ||
- | 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. | + | However, agency funds for such " |
===== Tools ===== | ===== Tools ===== |
games/serial_experiment_jump.1374639044.txt.gz · Last modified: 2013/07/23 21:10 (external edit)