12/9/08

Memories

Down towards the bottom of the page here, JCunkle mentions having the other players define and activate your character's traits. Now, that's an interesting thought in that context...

But more relevant here is the idea it sparked in my head... Of how to actually use such a system.

And here it is: A secret government project creates groups of supers, than deactivates their powers and wipes their memories, leaving them dormant. And then re-integrates them with normal society.

Except... they aren't as dormant as the G-men think. Their powers activate uncontrollably, and often with damaging backlashes or side-effects... Or simply a blast radius that's too wide.

The other players control your powers. They decide when and how much they activate for. Or maybe you decide when, but they still decide what power and how much strength to put behind it. The more powerful, the more it'll help you... but also the more chance of backlash... and that's something nobody wants... or can control.

The second idea to come of this is "Memories". These are bad memories... real bad... memories of the other people from the project. Everybody would pitch these memories into a hat, and then mix them up. Under certain conditions, you could choose to (or would have to) draw a memory. Memories create conflict, as they paint your fellow neighbors, friends, and family members in an extremely negative light.

Even worse is when those people start having bad memories of you. So it's a game about things better left unremembered... A game about nobody being as innocent as they seem... A game about consequences, and what happens when things get out of your control... and a game about either overcoming or falling to the sins of the past.

Any thoughts, folks?

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