(no subject)
Nov. 7th, 2013 11:03 pmLast night's dream:
We were playing (actually, I'm not sure I was there at all) a roleplaying game. It centred around some kind of monastery or order of knights or something like that. There was an organisational management kind of aspect to it, that fed into the character creation system, so for example, one could only play a non-human character once you (the group) had established good relations with those peoples within the story, which then unlocked them as an option for player "race". David, for instance, was now playing a little stocky satyr kind of dude called a "Throfen". A similar kind of dynamic applied to other sorts of character options.
The character design and inventory system revolved around action figures and their accessories (kind of like Shadowrun Duels), which came out of the castle playset that formed the group's HQ. Figures and items came out of the central keep, which was some kind of enclosed 3d printer, with stuff unlocked in play.
Nick Curnow was our main villain.
We were playing (actually, I'm not sure I was there at all) a roleplaying game. It centred around some kind of monastery or order of knights or something like that. There was an organisational management kind of aspect to it, that fed into the character creation system, so for example, one could only play a non-human character once you (the group) had established good relations with those peoples within the story, which then unlocked them as an option for player "race". David, for instance, was now playing a little stocky satyr kind of dude called a "Throfen". A similar kind of dynamic applied to other sorts of character options.
The character design and inventory system revolved around action figures and their accessories (kind of like Shadowrun Duels), which came out of the castle playset that formed the group's HQ. Figures and items came out of the central keep, which was some kind of enclosed 3d printer, with stuff unlocked in play.
Nick Curnow was our main villain.