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Kingdom: A Role Playing Game About Communities

£9.9£99Clearance
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If you play just one role playing game this century, make Microscope that game. Microscope is a game that takes many standard assumptions of a role-playing game and stands them on their head." A lot of the game is down to just playing out your character and how they react to the other players, or even deciding to take a certain power away from another character (which is something you can do). Every role has their own sort of power, a very fine control over what direction the kingdom they're part of is going to ultimately take. Characters may change over time as they change roles or affect the kingdom, but the kingdom itself will change as well: characters will have to make decisions and deal with the consequences of them, popular opinion and the various stresses of rulership no matter what form it may take. A role-playing game about communities, by Ben Robbins, creator of the award-winning game Microscope.

Say yes” is a fundamental principle of just about every shared creative process. “Yes and”, “yes but”— either way, say yes. And it is absolutely good advice for role-playing games. Accept what other people contribute. Embrace what’s been said as established truth and build on it. Don’t contradict it. But there’s a big caveat […] Beyond that, there's also an intriguing set of roles, where each player has slightly different mechanistic powers. Kingdom is a game of navigating a community through a series of crises. The community could be the crew of a single ship or a galaxy-spanning empire. It's got a number of very clever mechanics, and a lot more emphasis on role-playing characters and scenes than its predecessor. The overall game is remarkably simple. It seems like with 30 minutes of instruction most people would be able to carry out a session.

Microscope is a model of minimalist complexity: with easy-to-learn tools you gain the power to create a believable history that will surprise you even as you're authoring it." A role-playing game by Ben Robbins, creator of Microscope and Follow. For two to five players. No GM. No prep. Why, yes, you can! I always try to make games that you use to tell a lot of different stories and play over and over again. Kingdom is always about a community, but you have huge latitude about the group you make and the kind of decisions it faces. You have vast power to create... and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it. Microscope is a model of minimalist complexity: with easy-to-learn tools you gain the power to create a believable history that will surprise you even as you're authoring it. Microscope excels as either a stand-alone game or a collaborative way to build a setting with your gaming group for another game entirely."

We play these games together to be surprised and satisfied by ideas we wouldn’t have created on our own. How all our contributions combine is something no one of us can predict. For that to happen, we have to let go what we individually *expect* or *want* and just see what *does* happen. We had […] In the past few years I’ve had a lot more regular weekly games than one-shots. Mostly games with no GM, so no one is writing a story for us to follow. We are all just playing in the moment and seeing what happens. I love it. Except for one thing, which I’m doing to myself. […] I'm Perspective so what I predict is true. A Touchstone character showed us what the people wanted. But the Captain has Power. He decides what we do. And I just told him that if he does what the people want his precious authority is going to be a thing of the past. Of course not every game of In This World has been magical, but when I hear about sessions that dragged, they often have one thing in common: Only two players. In a high creativity game, the difference between two and three players is bigger than it seems. When there’s only one other person in the […]This is an excerpt from Kingdom, but it’s a good recipe for making scenes in just about any story game.) The secret to making a good scene isn’t coming up with an amazing or surprising idea. The secret is painting a clear picture so players know exactly what is going on. Being able to visualize […]

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