In an earlier instalment I mused on the idea of using the Changeling: The Lost rules and setting to run a game based on the Lost TV series. This may or may not have been influenced by the two things having semi-similar names. Who knows...
Now, having read Fear Itself and had a little time to think on it, I have decided that it would be a far superior setting for any theoretical Lost inspired games.
Why? The book itself features only two antagonists - Mystery Men and the Ovvashi. The Ovvashi are demons that torment tramps (for that popular 'homeless urban survival horror' genre), whilst the Mystery Men are Q-like, god-like beings that can alter reality and do so with the sole aim of tormenting innocent humans. The only real weakness that Mystery Men have is that they adhere to various rules - either because they have to,or because they choose to.
The Fear Itself rules also make use of flashbacks during play, and require all players to define The Worst Thing (their character has) Ever Done as well as deciding which of the other PC's they like the best and dislike the most, which are all familiar devices used in Lost itself.
So, in this theoretical game, we have the following:
The PC's are caught in a contest between two Mystery Men (Jacob and the Man in Black/Smoke Monster) who use their powers to inflict various limitations and benefits upon the local environment (such as how to find it, how to leave, how to arrive, how certain bits of technology work, how people recover from illness, how time works in relation to the rest of the world etc) and to set various tasks and responsibilities for the PC's (press this button every x minutes, or something really bad will happen). They also engineer coincidences and enigmas to madden an confuse the PC's.
The game itself would attempt to feature a flashback per session that focuses on one character and allows for development and plot progression.
Sessions would be driven by either investigation into the local environment and the unusual properties it possesses, or by a task imposed by the environment or by conflicts between characters. At times one of the Mystery Men will step in to progress their agenda against the other Mystery Man or to torment one of the characters.
Ideas, Content and Discussions on table-top role-play gaming, game design and derision of live-action role-play. World of Darkness / Gumshoe / Star Wars / D&D / Other games. Comments are welcome
Showing posts with label Lost. Show all posts
Showing posts with label Lost. Show all posts
Friday, October 29, 2010
Sunday, June 13, 2010
Lost?
Well, TV has now ended - Lost, Heroes, Flashforward, all consigned to the great DVD box set in the sky. Even Big Brother is about to end, although that's mercifully outside the remit of this blog.
Anyways, I, like many right thinking people, was disappointed by the resolution of Lost - i.e. there was no resolution, just a break for a spin off that will never happen and more questions.
So, I've been thinking about how I would have ended it, which tailed into how would I run a Lost game.
I'd always presumed that the World of Darkness / Storytelling System would work well, and stand by that presumption, however recently I started thinking about about using Changeling: The Lost the run a Lost type game.
Obvious puns aside, it kind of works. The player characters find themselves in a strange woodland environment, which could easily be an island, following a disaster / accident.
The Jacob / Man in Black (smoke monster) cold war works well in the context of two Fae beings engaged in an endless contest governed by strict rules, manipulating the players as pawns in their struggle.
The Man in Black (smoke monster) works especially well as a Fae, with Jacob kind of being a bit too benevolent (although he does display a fairly cavalier attitude towards the lives of the survivors, so he works ok).
The time delay and circuitous means of entering and exiting the island / hedge work within the setting, as do any bizarre electro-magnetic disturbances, walking dead people, misplaced animals and anomalous statues.
I'm less sure how to include the time travel and people like Desmond. I guess the hedge could allow for some degree of temporal dislocation, or the illusion of time travel.
I'll have to think more about it.
The major incongruity between Lost and Changeling: The Lost is that the survivors in Lost are human, and the player characters in C:TL are not human. You could use human PCs in the setting, but they'd die very quickly if you use the canon rules and antagonists. That's easily fudged though.
I think i'd like to do it, and see how it turns out. I do believe that the writers of Lost pretty much made up the lower level detail as they went along - I mean, it's kind of telling that they created the character of Hurley because they liked the actor, and Hurley became the 'new' Jacob at the end - so I think that a GM should be able to wing the individual sessions as long as they adhered to a main story arc.
Anyways, I, like many right thinking people, was disappointed by the resolution of Lost - i.e. there was no resolution, just a break for a spin off that will never happen and more questions.
So, I've been thinking about how I would have ended it, which tailed into how would I run a Lost game.
I'd always presumed that the World of Darkness / Storytelling System would work well, and stand by that presumption, however recently I started thinking about about using Changeling: The Lost the run a Lost type game.
Obvious puns aside, it kind of works. The player characters find themselves in a strange woodland environment, which could easily be an island, following a disaster / accident.
The Jacob / Man in Black (smoke monster) cold war works well in the context of two Fae beings engaged in an endless contest governed by strict rules, manipulating the players as pawns in their struggle.
The Man in Black (smoke monster) works especially well as a Fae, with Jacob kind of being a bit too benevolent (although he does display a fairly cavalier attitude towards the lives of the survivors, so he works ok).
The time delay and circuitous means of entering and exiting the island / hedge work within the setting, as do any bizarre electro-magnetic disturbances, walking dead people, misplaced animals and anomalous statues.
I'm less sure how to include the time travel and people like Desmond. I guess the hedge could allow for some degree of temporal dislocation, or the illusion of time travel.
I'll have to think more about it.
The major incongruity between Lost and Changeling: The Lost is that the survivors in Lost are human, and the player characters in C:TL are not human. You could use human PCs in the setting, but they'd die very quickly if you use the canon rules and antagonists. That's easily fudged though.
I think i'd like to do it, and see how it turns out. I do believe that the writers of Lost pretty much made up the lower level detail as they went along - I mean, it's kind of telling that they created the character of Hurley because they liked the actor, and Hurley became the 'new' Jacob at the end - so I think that a GM should be able to wing the individual sessions as long as they adhered to a main story arc.
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