I love to steal. And by that, I mean I love to steal interesting concepts and seeds of great, dramatic-feeling ideas from fiction (specifically movies and books) and incorporate them into my games. I do this a lot with role-playing game campaigns and adventures – for example, the sea of dreams Quiddity from Clive Barker’s Great and Secret Show, and the childlike empress’ chamber from Neverending Story, and a person creating their own past from Memento. I’ve recently been identifying more and more interesting ideas and I wanted to write them down:
- A “time wall” – events bounce off of it (rewinding time by some amount) and the rewinding continues as a diminishing rate as events “settle down” off the bounce (like a bouncing ball)
- A fate-double – two characters intertwined in fate despite great distances and maybe never even meeting each other (but related through some other means)
- The training / practice IS the actual mission, but the trainees don’t know it
- Seeing a scene multiple times, each time a little different (perhaps through the player’s efforts)
- The grand high poobah/ruler/godlike being has to secretly hide part of itself in a humble (and unaware) servant to later be “triggered”
It’s interesting that a lot of the time, outside of tabletop RPGs, I consider the realm of digital games to be the appropriate place to leverage these ideas. I think this is because the major divide between digital and analog games is that the former is immersive whereas the latter is abstract. Analog games are very good at getting the player and the mechanic(s) into close proximity. Digital games are very good at getting the player and the story/setting into close proximity.