[Solipsist] Revised example of play

David Donachie's picture

Thanks to all the great suggestions received in the last thread I have now totally re-written the example of play. New style (thanks to Ash), new storyline (thanks to everyone), and hopefully just better. I've tried hard as Matt suggested to get one of each type of Reality Change result in (pass, fail, overshoot, twisted) as well as showcase many of the rest of the mechanics (an unaided change, an aided one, traits increasing, resolving a thread etc.).

The biggest problem I can see now is length. Is it too long? Have I crammed in too much? is there writing that can go without making each scene artificially short (they are already pretty short), basically editorial stuff.

if anyone can have a look and let me know I'd appreciate it

http://www.solipsist-rpg.com/index.php?action=cms.v8example

Thanks again!

Don't worry about the length

Gregor Hutton's picture

I wouldn't worry about the examples being too long, it's better to be thorough than not.

Okay then Gregor, tell me

David Donachie's picture

Okay then Gregor, tell me about the quality and content :)

http://www.solipsist-rpg.com/

Much Better

Destriarch's picture

For my part, I think that does the job adequately. Shows the rules off, displays how an average session of play is likely to run, and there's a good sensation of tension and conflict there, yep. I'd say that works for me, and the story is also more foreboding.

Ash

p.s. "Breaking into Church? It just doesn’t happen in England!" Nope, we just get up on the roof and nick the lead instead!

Cool, thanks for the

David Donachie's picture

Cool, thanks for the comments Ash

I was trying hard to make something less flat than the last version, and this one has tentacles too (and some fine tentacle rich artwork to go with it :)

I think you were bang on about the style of presentation, though it takes more room to have everyone speaking the mechanics than just shorthanding them.

http://www.solipsist-rpg.com/

Not English

David Donachie's picture
Destriarch wrote:

p.s. "Breaking into Church? It just doesn’t happen in England!" Nope, we just get up on the roof and nick the lead instead!

Not in his England anyway :)

As Gregor can attest, the original John from the original session is just the sort of person for whom that sort of thing just shouldn't happen :)

http://www.solipsist-rpg.com/

Aha!

Destriarch's picture
David Donachie wrote:

Not in his England anyway :)

As Gregor can attest, the original John from the original session is just the sort of person for whom that sort of thing just shouldn't happen :)

Ahh, I get it, it's part of the whole self-interest / changing reality aspect of the game? Yeah, that makes sense. Should've got that on the first reading.

Ash

Now if it isn't clear then I

David Donachie's picture

Now if it isn't clear then I need to change that to make it clear.

The idea is that the player is stating what he wants to happen when Reality is changed, but there is the fuzzy problem of knowing when the change starts. Should I have him say "I change reality so that ..." or some similar key phrase to denote when the change begins?

Its an IC versus OOC thing. The character has a meglomaniac point of view, things just *are* they way they want. They don't conciously change things, they just believe so strongly in what they believe that reality follows suit.

http://www.solipsist-rpg.com/

Blame the Germs

Destriarch's picture
David Donachie wrote:

Now if it isn't clear then I need to change that to make it clear.

I don't think there's a need to. I just have a cold and am not thinking straight today.

Ash

Well the same thing came up

David Donachie's picture

Well the same thing came up last night when I read the example out to my wife. She asked a similar question about the final scene, not being able to tell the point where the Major switches from exposition to outlining the intent of what he wants to change (which is where he says 'gesturing ...' I think), so it isn't just you.

I'm thinking in terms of the way many games use some sort of formal language construction to denote certain types of play. I attempted to say in the rules that you do that when you switch from asking about the scene to stating that something happens, but then people do that anyway (e.g. "I walk up to him and say hello") so in practice it's too fuzzy.

http://www.solipsist-rpg.com/

How about Hand Signals?

Destriarch's picture

...like, you hold up your right fist clenched to indicate that you are being forceful with reality?

Ash

Shake your fist you mean?

David Donachie's picture

Shake your fist you mean? Might cause fights at the table?

http://www.solipsist-rpg.com/

How

Destriarch's picture
David Donachie wrote:

Shake your fist you mean? Might cause fights at the table?

Hehe well, that's one way, but I was thinking more holding it up like... umm... how best to describe it? Ok, if you hold your right arm straight out at right angles to your body, then lift your forearm so that it makes a right-angle with the arm, pointing straight upwards. Now, keeping your palm outwards, clench a fist. Like an American Indian greeting (How!) but with a closed hand rather than an open one. It's not a threatening gesture so much as a kind of salute, but because it's making a fist it still has that militaristic feel to it.

Or just make up your own hand gesture that fits your vision of the game. So long as it's easily identified, easily made and not too subtle so that the GM isn't likely to miss it, anything will do the job.

Ash

Because of my unfamiliarity

David Donachie's picture

Because of my unfamiliarity with the genre I am not sure how it is done in other games with a lot of player control over scene setting. I guess most other such games don't have in-character control over meta-plot scene setting

http://www.solipsist-rpg.com/

Probably Not Necessary

Destriarch's picture

Well, I can't say I've played a LOT of games that allow the same level of player control over scene framing, but the ones I have played (let's think... Nobilis probably top of the list) it was simply discussed out of character with no special terminology, phrasing or gestures involved. It's one of those things that works fine without complex measures in place anyway, but sometimes it lends a sense of individuality or a certain atmosphere to a game to have these requirements. Like everyone barking and shouting "All Hail King Zog" in Kobolds Ate My Baby. Different atmosphere yes, but the principle is the same.

Ash

Much, much clearer!

Carl C.'s picture

Sorry I couldn't help out with the example, but I'm glad it turned out as well as it has.

If I were you, I'd write something about how to write adventures for Solipsist. Write them in the style of, "If this goes on uninterrupted." What I mean is: write out how the adventure would happen, scene by scene, without solipsist interference. This will help the GMs figure out what's supposed to happen, so that they can improv better when the solipsists inevitably interfere.

Thanks Carl :) I did try

David Donachie's picture

Thanks Carl :)

I did try that in a previous version, but it sucked!

http://www.solipsist-rpg.com/