games:serial_experiment_jump
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Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
games:serial_experiment_jump [2013/09/27 20:22] – Expanded brent | games:serial_experiment_jump [2013/12/12 10:47] (current) – Added "cleanup jump" rules brent | ||
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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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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. | 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 ===== | ===== Tools ===== |
games/serial_experiment_jump.1380338529.txt.gz · Last modified: 2013/09/27 20:22 by brent