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DM needs ideas for linked dream sequence scene
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<blockquote data-quote="pming" data-source="post: 7517693" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Hmmm...maybe grab three index cards per player. On these, write some "thing" on it that the player may choose to add into the dream. Give each card a 'code' (a number, colour, symbol or whatever). Shuffle the cards in front of the players, then distribute three, randomly, to each Player. Tell them that during their "20 minutes of one-on-one play time" (or 5, or whatever you decide on), they MUST use at least one of the cards, but can't use more than two. What is on the card will be woven into the characters personal session.</p><p></p><p>As GM, keep track of the codes. As each player chooses/uses his card(s), secretly put a check mark next to your 'code'. The more checks for a specific code, the more "focused" the next dream becomes on that particular 'code card'. Each code should have their things somewhat related/similar to the others of the same code (e.g., if a "Circle" code, maybe all those cards relate to "air", "open spaces", "long distance", and that kind of thing).</p><p></p><p>For example, I'll use symbols (triangle, square, circle). Player One gets Tri, Tri, Cir and plays a Tri and the Cir cards. Player Two gets Tri, Cir, Sq. During his 'dream sequence', the player first plays his Sq card, but then he plays his Cir card. That gives 2 Circle cards; whatever is on Player Two's Circle card becomes a bit more prominent and points to the Circle card that Player one used. Next we have Player Three. He gets Sq, Sq, Cir. Same sort of thing...depending one what card(s) he uses, it adds to the point for that cards code. By the end of the last players turn, the story will have been developing along a "style of outcome". If the codes all end up with Tri = 2, Sq = 2, Cir = 5, then whatever the "focus/theme/style" of the Circle symbol cards will play prominently in how the actual adventure/story ends up.</p><p></p><p>I don't think I'm describing exactly what is in my brain, but it does make sense! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I guess the gist of it is to let the players choose what cards they think are cool...but it still leaves the specific end-result in your hands to interpret into the actual adventure.</p><p></p><p>Gaah! Not enough space to type out what I'm thinking. I hope you 'get' what I'm trying to put down.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7517693, member: 45197"] Hiya! Hmmm...maybe grab three index cards per player. On these, write some "thing" on it that the player may choose to add into the dream. Give each card a 'code' (a number, colour, symbol or whatever). Shuffle the cards in front of the players, then distribute three, randomly, to each Player. Tell them that during their "20 minutes of one-on-one play time" (or 5, or whatever you decide on), they MUST use at least one of the cards, but can't use more than two. What is on the card will be woven into the characters personal session. As GM, keep track of the codes. As each player chooses/uses his card(s), secretly put a check mark next to your 'code'. The more checks for a specific code, the more "focused" the next dream becomes on that particular 'code card'. Each code should have their things somewhat related/similar to the others of the same code (e.g., if a "Circle" code, maybe all those cards relate to "air", "open spaces", "long distance", and that kind of thing). For example, I'll use symbols (triangle, square, circle). Player One gets Tri, Tri, Cir and plays a Tri and the Cir cards. Player Two gets Tri, Cir, Sq. During his 'dream sequence', the player first plays his Sq card, but then he plays his Cir card. That gives 2 Circle cards; whatever is on Player Two's Circle card becomes a bit more prominent and points to the Circle card that Player one used. Next we have Player Three. He gets Sq, Sq, Cir. Same sort of thing...depending one what card(s) he uses, it adds to the point for that cards code. By the end of the last players turn, the story will have been developing along a "style of outcome". If the codes all end up with Tri = 2, Sq = 2, Cir = 5, then whatever the "focus/theme/style" of the Circle symbol cards will play prominently in how the actual adventure/story ends up. I don't think I'm describing exactly what is in my brain, but it does make sense! :) I guess the gist of it is to let the players choose what cards they think are cool...but it still leaves the specific end-result in your hands to interpret into the actual adventure. Gaah! Not enough space to type out what I'm thinking. I hope you 'get' what I'm trying to put down. ^_^ Paul L. Ming [/QUOTE]
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