Monday, 22 December 2014

Numenera: Auspar - Schrödinger's Gun

I just want to say a huge thank you for the support I have received for the first season of the Shattered Child, [Virtual high five]. More news on that at the end.

Also a warning, blogs from here on out will be using all the details from the Shattered Child season one. If you haven't read it all and don't want to be spoiled, then go and read it.

So Schrödinger's Gun, a mashup of Chekhov's Gun and Schrödinger's Cat. The gun part of the term essentially means if presented with a gun at the start of a play, it should go off in the second. For me, nothing should be wasted, if you are going to create something for your game, keep it, reuse it, repurpose. Coming back onto familiar things that have changed or perhaps even remained the same will influence your players actions. The Schrödinger part is essentially something can exist in as many states as possible until observed. Your plot should be as fluid as this implies. The whole idea is that even if you have a predestined route for your party as a GM, nothing should be set in stone.
In the CoreBook of Numenera, there is a section on alternate realities. A way for running games regardless of team composition. Events become fluid, important items move from one character to another and conversations happen between different people.  When one player cannot make it to the game, their actions that have meaning are transferred to other party members for the plot to continue without narrative dissonance.  Schrödinger's Gun is essentially this principal for GM's but for future events.
Play agency is something I've tried to work into my game the most out of any tenant of game making. I may have the ultimate say over what happens in the end, it the players that give me the action. I change and alter the plot I have coursed for the group depending on their actions. If they choose to do something out of the ordinary, kill an important NPC or even become best friends with the opposition, then I have a responsibility to respond. Some would plot armour, others demand high rolls but for me I am the interface for the game, and I am responsible for making it fun for them. If they want to do something I should be flexible. If someone was meant to attack at a certain point and now cannot, then something else should attack instead. If information needs to be revealed, it will happen in a different way. Although this might sound like over pandering to my players, the reactions they get usually double negatively back at them in some form. This is possibly due to the fact that a simple unfortunate act ends up being committed by someone who would have too much power.                 
The player that controlled the Televaraen had to pull out quite early on but I still kept echoes of the character in the game. The new reaction Eryn got from the Pale Spine, very similar to the creature. If I'm going to be honest, I included the Televaraen at the end because I thought it would be cool rather than anything logical. It was at that point the person controlling Eryn actually explained to the group that the creature was a Bounty Hunter, since Eryn had received the same reaction and was also one as well. That was a plausible ret-con for me and actually made me smile that somehow, on some level, the workings of the city had gained a foothold. I was a proud Dad/GM/Writer that day.
That then brings me on to season 2. Currently writing up at the minute and I'm looking for two players. I'm also looking for places, story hooks, people, items etc to also include,  so if you have any suggestions I'll try to work them in and credit those accordingly.

Anywho, I'll talk to you guys later and don't forget to read the advertisement below. Happy Holidays and may all your rolls be crits.
/Drew

For the second season I'm wanting to recruit two new players:-

Time: Weekly - Saturdays -11:00 PST/14:00 EST, 19:00 GMT 3-4 Hours
Place: Skype and Roll20

Description: The Mad King has been kidnapped and now Chancellor Pheylor has taken his place. The Grapnel City Guard have become Pheylor's private army; enforcing new laws and taxes far beyond the Mad Kings decree. New outposts are being built across Thaemor between Auspar and Jyrek with no clear intention. The Nibovian's are moving on to Phase 2 heralding the  threat of the destruction of reality itself  and there are whispers of the return of Shadow Heard that chill the air. The Silent War is coming.

Using:  Numenera Core Book, Numenera Character Options, Whisper Campaigns  by Ryan Chaddock and Ninth World Assassins by Andreas Walters

Welcome to all experience levels, so if you're interested in joining Eryn and Xera in Season Two let me know either by:

Google+
Twitter: @Proftesla
Skype: Professor_Tesla


In the mean time read up on the whole series at The Shattered Child blog.

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