Archive for June 5th, 2011

[Simon’s Quest] Super Suit: Post-Daydreaming

2011 Jun 5

Hi Simon! So this isn’t in the rules yet, but this is what I’m going to suggest we do now.

All that stuff you rolled up? It doesn’t matter now. That stuff served to get us on the same page and inspire our daydreams about the game. From here on out, we don’t look at it anymore, okay? That was just the initial brainstorming, not anything that’s set in stone in the fiction. If some of it caught our imagination, we remember it (without looking back!), and we want to preserve it, that’s great. But the stuff that we don’t remember anymore obviously wasn’t that critical in the first place. And we’re free to invent whatever new details we like to paper over any holes that exist.

BUT! From now on, everything (well, most everything) we say happens in the game, just like that.

Now, having generated some material and daydreamed about it, let’s nail down the premise (in the normal English sense) of the game by doing this:

1. First, you tell me about Joney: who she is and what’s her deal. We don’t need a lot of detail, just the kind of stuff that would show up as scrolling text in the beginning of one of these games.

2. Then, I tell you about this alien world and illustrate a map of Joney’s landing site.

3. Next, you tell me why you’re on this planet (your mission) and what your super suit looks like when you step out of your ship.

4. Finally, you walk me through Joney’s initial recon of her landing site and I tell you what signs (clues) she finds there, before she heads deeper in.

How’s that?