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Sisters of the Hive
A semicooperative storytelling game
By Jordan Saxby
Players: 4
Requirements: 4 Pens/Pencils, 20 note cards
NB: There is a play example and a reference sheet at the back of this rulebook
In the future, it is possible to buy dreams.
You are the Sisters of the Hive, a group of four connected minds.
Together, you create the dreams.
The hive must maintain trust, whilst striving for both individuality and the completion of the
collective dream.
All deals are binding; no trusts may be broken.
********************************************************************************************************
Throughout the game, players must refer to each other as "Sister of the Hive", unless a rule
determines otherwise.
Each day brings different dreamers, different audiences, for the Sisters to paint within.
********************************************************************************************************
To begin each round, the hive will discover their audience.
For this to occur, each hivemember will create an aspect of the dreamer:
● The name
● A group they belong to (this can be a social group, a race, or a species)
● The goal of the dream
● The reason for this goal
Each hivemember may only discover one aspect, by speaking it sooner than the other
members of the hive
It is recommended each hive member moves to sit to the right of the player who spoke before
them
A hive is not the only way to buy dreams.
There are those who can weave dreams alone,
But they are expensive, as they have proved their capabilities.
Each member of the hive mind strives to abandon their fellows, having achieved enough
prestige to become their own being, a singularity in the creation of dreams.
There is always a worry, for those who wish to think of it, that hivedreams may fulfil more than
their intended purpose.
There are those who will bribe the hivemembers, those who wish to influence the
dreamer. These bribes are not made with money, but with promises of fame.
Fame is a path with which to escape the hive.
********************************************************************************************************
In each round, the hive members will be petitioned individually to make the dream fit an
additional purpose.
For this to occur, each member of the hive will write the following details on a card:
● A petitioner
● The desired additional aim of the dream
● The reason behind the aim
● The name a hivemember will acquire for completion of the petition
These cards are shuffled in the middle of the table, and each hivemember must take a card at
random.
No sister may explicitly reveal the commission she has written, but may refer to it obliquely.
All dreams are structured
.
It was found, for a dream to be successful, it must have three acts:
The initiation, the struggle, and the finality.
Each act is defined by its elements.
The Initiation is a time of movement,
The Initiation must contain a gateway and a driving force.
The Struggle is a time of conflict,
The Struggle must include two emotions that oppose.
The Finality is a time of realisation,
The Finality must resolve the struggle, and change the dreamer.
********************************************************************************************************
Each round will be made of three acts.
Within each act, play will move between players, with the last player to speak in the creation of
the dreamer (the reason for the dream's purpose) going first, and the player who spoke first (the
name of the dreamer) going last.
Each player may only add once to the dream in each act.
Each act must contain set elements to be seen as successful:
●
he Initiation must include a gateway and a driving force.
T
● The Struggle must include two emotions that oppose.
● The Finality must resolve the emotions in opposition (favouring one, the other, or finding
a middle path) and impart knowledge, or a change in mindset, to achieve the dream's
intention.
If the elements are not completed before the end of the act, the dreamer will awake, and the
hive will be sanctioned
The hive must build upon each other for the dream to be fulfilled
Each member of the hive may weave the dream in a different way:
They may act to
continue the story of the dream
; creating characters and places
They may act to
ake the dreamer feel
m
; creating emotion in the mind of the dreamer
They may act to
schism the dream
; creating a new path for the dream to take
They may act to
quiet the heart of the dreamer
; allowing new paths to be taken
********************************************************************************************************
There are four hand motions to aid you in fulfilment of the dream. On a hivemember's turn, they
will perform one of these actions, and move the dream forward in a particular way:
● Motion of continuance you must point away from your body, describing the first or next
place within which the dreamer shall walk, and a single action taken there, or a new
character that alters or enables a single action of the dreamer. These must lead on
logically from the previous scene.
●
otion of reflection you must point towards yourself, describing the emotions felt by the
M
dreamer, this must be linked logically to the scene the dreamer inhabits
● Motion of change you must raise your hand, describing the way in which the dream
schisms, breaking the logical flow into a new scene. You must keep your hand raised for
the rest of the dream. Three hands raised in the hive will cause the dreamer to awake,
as the fitful dream enters their heart
○ Raised hands must not be used in action one who schisms the dream may not
curse another member of the hive, one who changes it twice may not contribute
again for the rest of the dream
● Motion of silence you must place your hand before your mouth. This will quiet the
dreamer's heart; motion slowly for a hive member to lower their hand.
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