games:serial_experiment_jump
Differences
This shows you the differences between two versions of the page.
| 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 | ||
|---|---|---|---|
| Line 38: | Line 38: | ||
| 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 ===== | ||
| Line 49: | Line 49: | ||
| 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 ==== | ||
| Line 70: | Line 72: | ||
| 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: by brent
