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The Last Word
A storytelling parlor game for 4 players
You need: A deck of 52 playing cards, printouts of the Role Cards, a way to keep track of
points for Coyote and The Lantern, and something for The Lantern to write Concepts on.
The Pitch: You are a member on a small successful writing team, working on your
next big thing. One of you is getting story ideas that are actually a prophecy of the
end of the world, but she doesn’t realize it yet. This dark future could be stopped if the
events in the prophecy were changed. Another one of you is actually an immortal trick-
ster spirit in disguise, here to mislead the others and make sure the end of the world
takes place. Can a collaborative effort bring out the best in an artist’s original vision?
Or will it be twisted into something so unrecognizable that it no longer contains its
original meaning?
The Team
The Lantern: A prophet who has apocalyptic visions of the future. Her visions, if
heeded as a proper warning, could save the world from ultimate disaster. However, The
Lantern is not aware of the truth of her visions. She is a popular writer of iction, and
unknown to everyone (Well, almost everyone) her next work happens to be timely and true.
It’s about the end of the world. She has two often conlicting motivations, to create a
work of uncompromised personal vision, and to make a proit. Nevertheless she maintains
a close writing team who she collabor tes with for their invaluable feedback and input,
who consist of the following.
The Doctor: The doctor is an editor who cuts out bad ideas and replaces them with
good ones. She is the un-acknowledged secret to the success of many works of literature.
Through the Doctor’s thoughtful advice and careful editing she has helped transform The
Lantern’s writing from something med iocre into the popular and successful worldwide
sensation it is now. The Doctor’s need to help and ix things also makes her the one per-
son who will do whatever she can to try to stop the end of the world (if she realizes the
visions are true), however she might inadvertently subvert this in her attempts to help
make the best story possible.
The Mimic: The Mimic is the least creative member of the team. Instead he has a vast
knowledge of what has worked before and what doesn’t. Though he often copies from past
successes and utilizes cliche ideas, he does it well. His knowledge is both practical and
accurate. He also represents the voice of the public, running test groups to gauge their
reaction to the work in progress and reporting the results of their feedback to the team.
He is mostly concerned with meeting the bottom line and making sure the inished work
will be a inancial success, therefore he panders to mass appeal and tries to offend the
least amount of people.
Coyote: An immortal trickster spirit who can take on any form. He seeks to confuse
and alter the Lantern’s vision as much as possible to ensure that her apocalyptic vi-
sions will not be recognized as truth, so that the end of the world (as we know it) cannot
be stopped. He is not evil, but he is inhuman and driven by playful mischief and the be-
lief that then end of the world is the punch-line to a cosmic joke. He manifests as a close
friend to The Lantern and an important voice of input on her writing team, so that he can
more easily trick her. Coyote is valued as a member of the team for his amazing creativ-
ity, though his ideas are often outlandish and subversive.
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How to play
Setup: Separate the deck of cards into the four suits with jokers removed, and give
one suit to each pla yer of the four main roles. Have each player shufle their single
suit deck. Shufle the Role cards and deal them out randomly, or have each player pick
the one they like. Have a quick brainstorming session and throw out some ideas for the
kind of story you’d like to tell (this takes a little pressure off The Lantern so she
doesn’t have to come up with something from scratch on her irst turn, though she’s free
to ignore this if she has her own ideas.). Last, each player crosses off one of the items on
their Role card and writes a new one in it’s place.
Play: Each chapter of the game is played in 3 acts. It’s up to you how many chap-
ters you want to play, you can pick a set amount now or decide at the end of each chapter
whether to wrap up the story or keep going. At the beginning of the irst round each play-
er draws 4 cards from their deck. Each card corresponds to a prompt on their Role Card. If
you want to you can play with Jokers as a “make up your own” wild card. The lantern goes
irst and picks one of her four cards and sets it aside face down. This is The Prophecy.
She then writes down a brief, single sentence description of her story idea based on the
card she chose, The Concept.
Setting aside The Concept and keeping it hidden, she begins pitching her story idea
based on it. At any point during her story any of the other players can interject by play-
ing one of the cards from their hand. They then describe what they think should happen
next in the story or changes they want to make to a previously told part, and the new
elements put into the story have to correspond to the card they picked. The loor is then
handed back to The Lantern who continues her story with the new addition included as
described by whoever added it. If any player feels the Lantern isn’t following their in-
structions well enough, they can interject and correct her.
After each player has played a card, The Lantern has 1 minute to briely wrap up
her story. After a minute passes she must stop, and reveal her concept and the card she
chose. The players then decide as a group whether she was able to keep close enough to
The Concept and The Prophecy. If so, give The Lantern one point. If not, Coyote gets a point.
After all three acts, the chapter ends. The players can now d ecide whether to play
additional chapters or to end the game, unless you already agreed on a set amount. Be-
tween chapters, if everyone likes they can change the Roles around. If you do, everyone
keeps their roles from the inal chapter for the epilogue. After the last Chapter add up
all the points from all the chapters, and whoever has the most points wins. At this point
The Roles become characters in the conclusion of their own story
Epilogue:
If Coyote wins: Coyote gets to direct the other players in a scene where the world
ends, while the other characters are doomed and powerless, forced to follow the prophecy.
(The fun part is usually watching them act out their own deaths!) Coyote describes a setup
then whatches them improv. When he narrates character actions the players must act them
out as he describes it. When he narrates action in the environment they react as if watch-
ing it happen. If he narrates their dialogue they must lip synch over it. They are his
puppets. However he can always shut his mouth and leave them to improvise where he left
off.
If Lantern wins: She’s the director, while Doctor and Mimic help her save the world.
However, she becomes a character in the scene as well. When she gives direction she acts
as if she is reading from the prophecy she has written (which she and the others have
discovered to be truth), the rest of the time she acts in character as The Lantern. Also,
this time Doctor and Mimic are given full control over what their characters do in the
scene, free to follow The Lantern’s direction or diverge from it in their self awareness.
Coyote become’s Lantern’s puppet, and plays any villanous character’s she narrates into
the scene. If there is a Gallery she can also call upon them to act out other characters.
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Other stuff
-There are three acts in each chapter for good reason. If it helps you tell your story,
follow the three act structure: The introduction and inciting incident, the rising action
and turning point, and the climax and resolution! If that’s not your thing, feel free to
play with 5 acts per chapter and follow a 5 act structure.
-You can never negate another Player’s addition to the story with your own, or otherwise
minimise it’s importance. Any addition must be as integral as it’s creator instended. Remem-
ber, creating the best story together given the constraints is the point of the game, not
winning or losing. Treat each other’s additions as if they were your own.
-The genders of the characters in the rules aren’t set in stone, play the characters as
whatever gender you like.
- Try to stay in charac ter as much as possible the whole game, though feel free to take
some breaks here and there. Just follow the description of your role, and feel free to add
your own spin on it.
-If you are stuck for ideas, just use the irst thing that comes to mind, even if it seems
completely boring. Just because it seems boring to you doesn’t mean someone else won’t
think it’s brilliant!
-If you like the game and want to create a new setting to play it in, you can do
this simply and effectively by writing new prompt lists for the cards and new de-
scriptions for the roles!
-The Gallery: An optional role for extra Players. The Gallery functions as an in-
teractive audience
Any additional players become members of the gallery. They are the biggest
fans of The Lantern’s work and her most inluential critics. When they write a
blog, thousands of people listen. Each member of the gallery has their own spe-
ciic interpretation of The Team’s work and where the story needs to go, characters
who are their favorite and characters they hate. They are also likely to have a
favorite member of the Team. Though they are not physically present at The Lan-
tern’s creative meetings, their opinions are often loudly interjected and their
presence is heard and felt by ev eryone in the meeting. Through their connections
and leaks they seem to somehow maintain perfectly up to the minute knowledge of
The Work’s progress.
At any time a member of the gallery can interrupt the game by shouting out
comments, criticisms, rants, and opinions of the writer’s work and the direction
the story is going. Each member of the gallery should attempt to create a speciic
character over the course of play, devloped through their outbursts and interjec-
tions, either a fan or critic of The Team’s work. The team should respond as though
they are remembering a piece of feedback they have read, being very sensitive to
their public perception. So sensitive that they might even bring feedback from the
Gallery into their discussion and let it affect their writing decisions.
The gallery should not try to overshadow the writing team, and therefore
limit themselves to no more than 1 or 2 major interruptions per chapter. However
it can be itting at times for the voice of the Gallery to become an overwhelming
presence, when the pressure of success on the writing team is high. The gallery
can also provide helpful inspiration at times.
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Lantern
Ace: The Self
2: Love
3: Society
4: The Machine
5: War
6: Forces of Nature
7: The 7 deadly sins
8: The Vanishing
9: Destiny
10: Death
J: Betrayal
Q: Justice
K: Plague
Doctor
Ace: Introduce a new character
2:
Resolve a conlict
3:
Shift focus to another character
4:
The story becomes an allegory
5:
Develop a character’s personality
6:
Reveal a character’s motivation
7:
Fix a plot hole
8:
Reveal something through a
lashback
9:
Use a Flash Forward
10:
Remove a character
J:
Introduce a new conlict
Q:
Escalate the stakes
K:
Foreshadow danger
Mimic
Ace: Reinvent a classic.
2:
Coyote
Ace: Epic Melodrama
2:
Add a sex scene
Romance
3:
Remove something offensive to the
3:
Parody
target market
4:
Hard Sci-i
4:
Add something to appeal to the
5:
Dark Comedy
6:
High Fantasy
target market
7:
Supernatural
5:
Add a ight scene
6:
Add explosions
8:
Surrealism
7:
Use a cliche
9:
Conspiracy Theory
8:
Add something you loved from
10:
Just plain Silly
a recent movie, book, or game
J:
Art House.
9:
Add something you hated from
Q:
Fairy Tales.
a recent movie, book, or game
K:
More meta then meta
10:
Jump the shark
J:
Simplify it for the masses
Q:
Add comic relief
K:
Give the fans what they want
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he Last Word
Written for Gamechef 2012 (heme: Last Chance)
Used Ingredients: Coyote, Lantern, Doctor, Mimic
Unused ingredients: [Seven Systems Legacy] new(?) idea for damage modeling :
http://indie-rpgs.com/archive/index.php?topic=11756.0
Polaris: Trait Bidding : http://indie-rpgs.com/archive/index.php?topic=10894.0
podcasting? : http://indie-rpgs.com/archive/index.php?topic=27673.0
Koh-i-Noor: Scii with Uniqueness : http://indie-rpgs.com/archive/index.php?topic=5001.0
Layout and Design by Orion Canning
Orion.Canning@gmail.com
Advice and thoughtful feedback:
Jackson Tegu
Robert Bruce
Morgan Stinson
Sp4m
Z
Inspired by:
My Daughter Queen of France by Daniel Wood
he Quiet Year by Joe Mcdaldno
Bridge, Hearts, and other parlor card games
he Future of Storytelling Has Arrived by IrrevocableFate
http://techgnotic.deviantart.com/art/he-Future-of-Storytelling-Has-Arrived-293860261
Extra thanks:
Jonathan Walton
Joe Mcdaldno
and everyone else who makes Game Chef happen
Fonts:
Traveling Typewriter by Carl Krull
http://www.carlkrull.dk/
Minion Pro by Robert Slimbach for Adobe
Images:
Spiral bound notepad with lines by net_efekt
http://www.lickr.com/photos/wheatields/1803278949/
Old Wrinkled Paper Texture by Playingwithbrushes’
http://www.lickr.com/photos/playingwithpsp/2583644089/
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