Master Mines

We’re digging RPGs

Victims

So I was driving today and thinking of ways to tinker with Misspent Youth, and one of the ideas I had was this: to have as part of character creation a step where the players1 make up a victim of The Authority that they care about, someone who has been (or is being) directly hurt by it. This motivates the characters, and gives The Authority player more tools to play with in scenario and scene creation.

For this post I’m not necessarily looking for any feedback or help, just wanting to record this idea I had and share it with you. However, if you do have any suggestions or if this touched off any questions for you about the game, I’d be happy to answer them.

1Perhaps even The Authority player.

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December 9, 2007 - Posted by | Misspent Youth

4 Comments »

  1. It might be cool if the characters also had to come up with ways the Authority has affected them specifically, be it a personal vendetta or the trampling of some principle the characters hold dear.

    This did kind of spark a question; is the Authority player competeing with the other players or cooperating with them to make the “best” story possible (“Best” of course is highly subjective…)

    Comment by jhimmelman | December 9, 2007 | Reply

  2. Yeah, “your personal trauma” might be interesting but since they make The Authority first, then make their characters to work with that, it usually comes out pretty well in play. It’s something to consider. I like the victim proposal a lot because it gives The Authority player some characters to work with.

    is the Authority player competeing with the other players or cooperating with them to make the “best” story possible,

    Funny you should ask because I was just thinking about this today. In-fiction, obviously, they’re competing. However I think I’ve decided (pardon all the conditionals, but it’s true; the decision is not yet firm) that there will be instructions in there to tell Authority players that they are cooperating with the players of Youthful Offenders to tell rousing, fun, and occasionally tragic stories about these protagonists and that their actions should support that. If The Authority wins, it should produce a satisfyingly tragic story-outcome, and not just be because they gamed the system. Also, The Authority doesn’t have as many conflict-mechanical-decisions to make. Most of the stuff that Authority players do is focused heavily on role-playing and scene/episode management.

    Comment by robertbohl | December 9, 2007 | Reply

  3. someone who has been (or is being) directly hurt by it.

    Consider: Maybe this isn’t definite. Depending on which parts of youth you want to hit on, the players could misunderstand how the “victim” is being hurt by the Authority. So, perhaps instead of “…who has been/is being directly hurt…” maybe “…who they think/believe has been/is being directly hurt…” Damage/growing up could in part involve “understanding” what’s going on from the Authority’s point of view.

    I clearly need to read more about the Authority in Misspent Youth, though, because I could be grossly missing the point.

    Comment by Ryan Macklin | December 10, 2007 | Reply

  4. Sounds like a call for a new post. I’ll accommodate as soon as I’m able.

    The Authority is intended to be an actually-bad thing, but that doesn’t mean the YOs’ way of dealing with things is always the best. I sort of think that when they grow up they’ll realize how futile their kind of fight is.

    Comment by robertbohl | December 10, 2007 | Reply


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