Tears in Rain.pdf
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230 KB
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Pobierz
a game of acceptance and loss
Players take turns playing the role of a single crew
member, slowly sufocaing in their cryosleep
chamber. The crewmember is sill in a medically-
induced coma and can do nothing to recify the
situaion. This game is all about the twilight mo-
ments before death.
The opposite player is an ‘appariion’ - the em-
bodiment of a personal failing or problem the
crewmember let unresolved before leaving Earth.
[Mimic]
Game Chef 2012 Submission
Theme:
Last Chance
The goal of the game is for the crewmember to
explore - and perhaps resolve - as many of these
problems [Backward Mode], at least in their own
mind, before their cryosleep chamber completely
fails. It is assumed that the crewmember doesn’t
actually know they’re dying. The appariions are as
real to them as dreams seem to all of us while we
are experiencing them. Ideally the game will feel
like a consensual dream or hallucinaion shared by
the players as they build a icional space to ex-
plore one person’s inner space.
Ingredients:
Coyote, Mimic, Lamp, Backward
Mode (Forge thread -
htp://indie-rpgs.com/ar-
chive/index.php?topic=26010.0
)
Inspiraion:
The game is primarily inspired by
‘sot’ sci-i ilms like
Solaris
and
Moon
as well as
Gaspar Noe’s
Enter the Void
and Adrian Lyne’s
Jacob’s Ladder.
Thanks:
Ed McWalters, Victor Wyat, Bret Gil-
lan, Dan Maruschak, Nick Wedig, and Tony Mill-
er for advice and encouragement
You will need the following to play Tears in Rain:
•
three players
•
27 glass beads or tokens
•
two bowls
•
a stack of index cards
•
3 candles
“I’ve seen things you people wouldn’t believe.
Atack ships on ire of the shoulder of Orion. I
watched c-beams...gliter in the dark near the
Tannhäuser Gate.
All those moments will be lost in ime, like tears in
rain.
Place all the beads in one bowl. Leave the other
bowl empty. As the game progresses, beads will
be moved from one bowl to the other. Light three
candles [Lamp] at the start of the game. The game
must be played by candlelight.
Time to die.”
- Roy Baty, Blade Runner
As the number of spent beads reaches certain
markers, a candle will be exinguished, lowering
the light-level of the game environment and mark-
ing the passage of ime. When the last bead is
placed in the second bowl, the last candle is exin-
guished. The crewmember is dead and the game
is ended.
Tears in Rain
takes place aboard the deep-space
research vessel
Coyote
. Somewhere along the
ship’s journey, the
Coyote
drited into an unchart-
ed asteroid ield - resuling in serious damage to
the ship’s power and life-support systems. All ten
of the ship’s cryosleep chambers are compromised
and failing.
Tears in Rain
is played in rounds, with each player
in turn taking the role of the dying crewmember
and the player opposite them taking the role of an
appariion.
phrase (the oracles labeled alpha, beta, gamma,
and delta). The trigger and key phrase oracles are
used to direct the narraion.
When you choose a
trigger or key for your scene, scratch them of the
list. They can no longer be used.
They don’t have
to be taken literally - they can be interpreted in
any manner you wish. As an appariion you may be
confrontaional, forcing the crewmember to deal
directly with their failing, or to simply frame it as
a memory and demonstrate the failing. You may
even set the scene to deal with the failing later,
instead choosing to focus on a more posiive mo-
ment or thought rather than address it directly.
Each appariion has a need which needs to be
fulilled. These needs are staged into Milestones,
and the goal of each scene is to progress through
one of these Milestones to try and resolve the
need. These Milestones are:
•
The Need
•
The Soluion
•
The Fallout
It is important to stress that the scenes you frame
in
Tears in Rain
do not have to adhere to standard
logic. The crewmember is dying and in a dream-
state and as such their thoughts can be disjointed
and lacking coherence. That’s not to say they have
to be hallucinatory. Dreams can be completely
convenional even when they are complete fabri-
caions. If you wish, you may also frame conven-
ional scenes and establish their truth or false-
hood later in the game...or leave it completely
ambiguous.
At
The Need
, the crewmember is trying to igure
out what the appariion represents. At
The Solu-
ion
, the crewmember decides how to fulill the
need. At
The Fallout
, the crewmember must deal
with the result of their soluion.
The game is played in player turns in which the
crewmember player engages with the appariion
player opposite them. The irst round of player
turns are spent dealing with the irst Milestone
(
The Need
), the second round of turns deals with
the second Milestone (
The Soluion
), and the inal
round of turns deas with the third Milestone (
The
Fallout
).
At the end of the scene, the appariion places a
number of beads in the second bowl based on
how efecive they felt the crewmember’s eforts
at confroning the need were - one bead for a posi-
ive efort, two for neutral, and three for negaive.
For every ive beads placed in the second bowl, a
candle is exinguished - at ten, the second candle
goes out, and at iteen the third. When the third
candle is blown out the crewmember dies and the
game ends. If any candles remain lit ater three
rounds of play, the crewmember drits of into a
iful eternal slumber.
Determine who will take the irst turn as the crew-
member, and begin play.
At the start of the turn, the appariion takes three
beads from the staring bowl. The crewmember
and the appariion then play out their scene.
The player opposite the crewmember plays the
‘appariion’. The appariion player sets the scene,
choosing from the list of appariion oracles to es-
tablish who they represent, wriing the choice on
an index card. They do not let anyone see what
is on the index card - the appariion’s purpose is
known only to that player. In addiion to the appa-
riion idenity, they also choose a trigger and key
Ater each turn, play passes to the let.
On subsquent rounds, each player keeps the ap-
pariion idenity they chose in round 1, but they
choose new triggers and key phrases to serve as
direcion for the narraion.
Just before a candle is exinguished, the crew-
member player reads the following narraion:
“the rain stopped”
“you didn’t tell me”
“thanks for helping”
“i took care of it”
“follow me“
“i found it“
CANDLE 1:
beeping from the auxiliary life support
as the computer fails and air bleeds out - the cryo
cannister frosts over
CANDLE 2:
power coils erupt deep in the bowels
of the ship - the cabin depressurizes as the ship
descends into darkness
β (beta)
“we don’t need this”
“are you sure”
“why did you do that”
“how long”
“you came back”
“i have a secret”
“they’re looking for me“
“throw it out“
“i have news“
“it will have to wait“
CANDLE 3:
ragged breath and heartbeat slows -
no more sound - no more light - no more
ORACLES
appariions
the one you loved
the one you wanted to please most
the one you failed
the one you abandoned
the one you hurt
the one you ruined
the one you turned away
the one you killed
γ (gamma)
“i can’t believe...”
“just shut up”
“it won’t start”
“it hurts”
“no, it isn’t”
“i’m ine”
“go fuck yourself“
“i heard“
“i guess this is it“
“why did you do that“
triggers
sunshine
laughter
food
skin
tears
late
falling
kiss
sick
blood
bed
innocent
δ (delta)
“the apples hurt my eyes”
“why is the house there, so iny”
“open it, close it, put it away”
“birds and microwaves”
“clater, ring”
“falling fast and wired up”
“the dolphin said so”
“it’s okay it hurts”
“things are purple someimes”
“syntheic, it’s ine that way“
cold
four
warm
sweet
blue
pushed
storm
quiet
unexpected
hot
backwards
fear
birds
pain
fail
keys
α (alpha)
“they grow up so fast”
“i love you”
“it’s funny”
“why did you forget”
Plik z chomika:
polonusx
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