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There -- I've just sent out all of the pregame information for Shades of Memory, aka "Tabula Rasa 2.5". That was a pretty good weekend project.
I have to say, most people don't quite get how the "all-amnesia" thing works, at least in the TR series -- I keep getting folks wondering how it is that I'm spending so much time writing an amnesia game. The general expectation is that such a game involves a lot less text than most games. Far from it.
In fact, the TR games take quite a bit more writing than an ordinary LARP. Not only do they require almost all of the paper required by a normal LARP (for GM reference, even if it isn't being given to the players), but it usually involves considerably more complex character sheets than most (since the scenarios are invariably complex and messy, with a lot of apparent contradiction). And getting information into the game always requires a lot of extra writing, because the TR games are about "ambient information" -- instead of having everything written into the character sheets, much of the information comes into the game through more indirect means. There's some second-person-singular involved, as usual, but there's a lot more in the documents, items, letters and such floating around.
It's a lot of fun, and one of the better writing exercises I know -- the TR games always require me to think through the story in more depth, and with more texture, than a normal game. But man -- there's a lot left to write before Saturday...
I have to say, most people don't quite get how the "all-amnesia" thing works, at least in the TR series -- I keep getting folks wondering how it is that I'm spending so much time writing an amnesia game. The general expectation is that such a game involves a lot less text than most games. Far from it.
In fact, the TR games take quite a bit more writing than an ordinary LARP. Not only do they require almost all of the paper required by a normal LARP (for GM reference, even if it isn't being given to the players), but it usually involves considerably more complex character sheets than most (since the scenarios are invariably complex and messy, with a lot of apparent contradiction). And getting information into the game always requires a lot of extra writing, because the TR games are about "ambient information" -- instead of having everything written into the character sheets, much of the information comes into the game through more indirect means. There's some second-person-singular involved, as usual, but there's a lot more in the documents, items, letters and such floating around.
It's a lot of fun, and one of the better writing exercises I know -- the TR games always require me to think through the story in more depth, and with more texture, than a normal game. But man -- there's a lot left to write before Saturday...