So, I mentioned that Verge has this major problem concerning being too much like a god game, viewed from heaven looking down at people and corporations and nanotech laserbots and religions and other ideas. The players have this tendency to push them around like pawns. In a way, that's cool, because it gets people to treat major religions with the
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I've liked the idea of using dice as play-aids -- beyond their obvious use as randomizers -- ever since Forge Midwest. There's just something about pushing one's dice around on the table as a signal to the other players about some play event, or as analogues to something else.
In fact, in my games with the kids recently, I've used dice as minis and for equipment (ie: they would get a d4 for their dagger, a d6 for their sword, etc). It added something visceral and tactile to the experience.
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"In the future, all reality will be scripted, because we'll all be on camera all the time. Anyone, anywhere, if they care, will be able to find out where we live, what we eat, what we buy, what we have on our computers, and when was the last time we had sex - with ourselves or anyone else.
Welcome to the post-privacy, post-celebrity, post-post-post-modern world."
I love the third-person camera scene-framing idea. It's got "legs". The color-per-die idea seems unwieldy, to me. Perhaps there could be a single bonus die on the table, that anyone can use if they add some color to the SIS?
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If it doesn't work (too unwieldy or whatever), then I'll scrap it and look for some kind of bonus-die reward system.
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Oh, and I'm totally "borrowing" it for Yesterday's Tomorrow, when I get round to writing it!
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There is also the bit in one of the sequels where Neo is talking to the Architect. A thoroughly crappy scene in a very crappy movie, but as Neo talks to the old guy, there is a wall of screens that reveal hidden facets of Neo's personality.
This is a very, very cool idea. I'm not certain it solves the god problem entirely, but it's colorful as all hell. It also brings to mind the first sentence from Neuromancer:
The sky above the port was the color of television tuned to a dead channel.
To make it very punky, I could see some kind of mechanic where the players are trying to "cut the feed" on one screen at a time.
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