Plan for First Session
Mar. 8th, 2005 09:07 pmThis is what I hope to accomplish in the character design/first session of tantaene animis caelestibus irae.
1. Decide on Elements: There are 5 players and 5 elements. The players will need to decide on who gets what element, hopefully without resorting to monkey-knife-fights™
2. Decide of past eras. Five past eras need to be decided on. We could do this round robin but I’m hoping for something more organic to arise. One of the exciting things about this game, as a gm is being handed five eras almost at random and be told to make a clever weird-conspiracy-occult game about them.
While the modern era is the last incarnation, I should point out that I am not married to 2005 if players wanted an earlier time in the later half of the 20th century.
3. Build the metamorphosis key-word. I’ll be very curious to see what I get here.
4. Choose the Initiatory Stages.
An important theme for this game is that of initiation and spiritual growth. Seven stages of magical initiation will hold central importance for both individual character and the circle. These seven degrees mark seven trials or seven revelations, mirroring a journey up past the seven planetary spheres to Heaven. This concept goes back at least as far as the progress of Enoch through the seven heavens or (less happily) the journey of the Sumerian goddess Inanna through the seven gates of Hell. This game will strive to make an initiatory path for the characters through the narrative. By the time the modern era is reached the characters will have finished 4 of their stages.
Each player will have a set of seven trials. These should be vague, perhaps prophetic. But they need to be things that can be projected into the world. No internal mindscape meanderings, they have to be something your character does.
The Circle will also have a set of seven trials. What the group of players must overcome to reach the pinnacle. It’s all or nothing for our group of characters.
Below are some suggestions for the stages, while not hard-and fast (the signs of course allow a lot more wiggle room) these can serve as a good guideline as well as indicating what I expect for the circle’s goals.
Moon: This stage represents the need to build a nest, to be a lively part of the clan. The building of community is crucial here, and for the Nephilim this means the circle.
Mercury: Search for new perceptions and new paths. These new paths will shape the magic of the campaign.
Venus: To express and nurture beauty, art and harmony in the world.
Sun: The journey of a hero. The urge to become what one is. The Circle ca expect to have met and overcome a great foe, but like Gilgamesh that doesn’t mea the hero’s journey has ended. For individual goals there are countless opportunities here.
Mars: Actualization of your essential nature. This can be rather forthright or convoluted.
Jupiter: Search for binding principles. The fulfillment of meaning. This is a cosmic game, and it’s important to think big!
Saturn: Recognition of unvarnished truth. Godhood beckons.
5. Develop First Incarnation
Based on the era chose, develop a simulacra. This is a keyword with 3 important abilities. I also want three relationships, two of which need to be to other character’s simulacra, and a flaw. Keywords is at 19 and you have 2 abilities at 13 and 5 freebie points.
The first era we will be starting with the characters as mortals, pre-first incarnation and roleplay the incarnation, basically the “birth” of the Nephilim.
6. Play
Comments, suggestions, ideas rants are all welcome
1. Decide on Elements: There are 5 players and 5 elements. The players will need to decide on who gets what element, hopefully without resorting to monkey-knife-fights™
2. Decide of past eras. Five past eras need to be decided on. We could do this round robin but I’m hoping for something more organic to arise. One of the exciting things about this game, as a gm is being handed five eras almost at random and be told to make a clever weird-conspiracy-occult game about them.
While the modern era is the last incarnation, I should point out that I am not married to 2005 if players wanted an earlier time in the later half of the 20th century.
3. Build the metamorphosis key-word. I’ll be very curious to see what I get here.
4. Choose the Initiatory Stages.
An important theme for this game is that of initiation and spiritual growth. Seven stages of magical initiation will hold central importance for both individual character and the circle. These seven degrees mark seven trials or seven revelations, mirroring a journey up past the seven planetary spheres to Heaven. This concept goes back at least as far as the progress of Enoch through the seven heavens or (less happily) the journey of the Sumerian goddess Inanna through the seven gates of Hell. This game will strive to make an initiatory path for the characters through the narrative. By the time the modern era is reached the characters will have finished 4 of their stages.
Each player will have a set of seven trials. These should be vague, perhaps prophetic. But they need to be things that can be projected into the world. No internal mindscape meanderings, they have to be something your character does.
The Circle will also have a set of seven trials. What the group of players must overcome to reach the pinnacle. It’s all or nothing for our group of characters.
Below are some suggestions for the stages, while not hard-and fast (the signs of course allow a lot more wiggle room) these can serve as a good guideline as well as indicating what I expect for the circle’s goals.
Moon: This stage represents the need to build a nest, to be a lively part of the clan. The building of community is crucial here, and for the Nephilim this means the circle.
Mercury: Search for new perceptions and new paths. These new paths will shape the magic of the campaign.
Venus: To express and nurture beauty, art and harmony in the world.
Sun: The journey of a hero. The urge to become what one is. The Circle ca expect to have met and overcome a great foe, but like Gilgamesh that doesn’t mea the hero’s journey has ended. For individual goals there are countless opportunities here.
Mars: Actualization of your essential nature. This can be rather forthright or convoluted.
Jupiter: Search for binding principles. The fulfillment of meaning. This is a cosmic game, and it’s important to think big!
Saturn: Recognition of unvarnished truth. Godhood beckons.
5. Develop First Incarnation
Based on the era chose, develop a simulacra. This is a keyword with 3 important abilities. I also want three relationships, two of which need to be to other character’s simulacra, and a flaw. Keywords is at 19 and you have 2 abilities at 13 and 5 freebie points.
The first era we will be starting with the characters as mortals, pre-first incarnation and roleplay the incarnation, basically the “birth” of the Nephilim.
6. Play
Comments, suggestions, ideas rants are all welcome
no subject
Date: 2005-03-09 04:48 am (UTC)no subject
Date: 2005-03-09 05:29 am (UTC)You should come.
no subject
Date: 2005-03-09 05:38 am (UTC)I agree. I'm putting Delta Green in the Vineyard on the back-burner for a while, so no worries about conflict there. This game has got a lot more promise, in my opinion.
Jere, this stuff for tomorrow night looks great. I'm very excited.
no subject
Date: 2005-03-09 06:01 am (UTC)no subject
Date: 2005-03-09 06:16 am (UTC)I figured if you wanted in on tantaene, I'd give Jere first dibs. But I definitely want to do Dogs; it just might be tough to schedule. We'll talk about this over email.
no subject
Date: 2005-03-09 01:29 pm (UTC)no subject
Date: 2005-03-09 05:58 am (UTC)no subject
Date: 2005-03-09 01:30 pm (UTC)no subject
Date: 2005-03-09 07:26 pm (UTC)