So while waiting for some queries to run at work, I had a flash for my game based on all the ruminating in my last post (https://chefjb.wordpress.com/2009/08/31/which-ingredie…bring-the-heat/).

Premise: A ship full of zombies trying to remove their curse so they can return home

Structure:There are three time periods of play and three major Events.  Play starts in the PRESENT (sailing towards home and working to remove the curse), with flashbacks to the PAST court intrigues that led up to the voyage, and all building towards the CONCLUSION when the curse is resolved… or the crew is doomed forever.  The flashbacks (PAST) will begin in the courts full of intrigue and lead up through the destination of the initial voyage and the TRANGRESSION that led to them being cursed.  The voyage home (PRESENT) will begin with the voyage home already underway and will go through the struggles of the voyage (sort of like Homer’s The Odyssey) and will end with their HOMECOMING (tied to the TRANSGRESSION structurally).  The CONCLUSION of both other timelines will play out the TRANSGRESSION and HOMECOMING and will determine whether they remove the curse and go home or are damned forever to wander as a ship full of zombies.

The Characters: The player characters are not the crew of the ship (though the crew shares their fate), they are powerful people who intrigued to get the voyage launched in the first place and then led the expeditions personally, whatever the reasons.  The reasons for the voyage, the characters’ role in the voyage, the cause and source of the curse, and the resolution will all be created in play.  At the start, only a handful of pertinent traits will be defined (likely as simple as an archetypal role–The Priestess, The Conqueror, The Explorer, etc.).  None of this is to say the crew is irrelevant.  Instead they are expendable, literally.  As the quest to remove the curse and get home is played out, crew members can be EXPENDED for some system or narrative power (no idea what yet, but thinking of Homer’s Odyssey and the “expendable crew” trope has me really wanting to make it a mechanic).
As for the ingredients…

Intrigue will tie very heavily into the Past/Flashbacks portion of the game.  I see the first portion of the Flashbacks being an in-game contest as different characters scheme to shape the voyage to their own goals.  Similarly, in the Present/Voyage Home, they’re still going to have different goals and reasons, though they’re also forced to work together to succeed and get home.

Dividers as used to measure divide a path into segments 9easy to correspond with legs of the journey)–I think I’ll do something with the scene structure and switching back and forth between the present and flashbacks based on that).

The Fleur-de-Liswill probably tie to the initial court intrigues and setting up the voyage and  transgression that causes the curse.  I have some very rough ideas, including some I’ve posted before, but it’s all pretty vague at this point.  Then again, I’m leaning towards the details being worked out in game, so it may be presented as a vague ingredient that the players have to work in to the flashbacks… we’ll see.

The Seabirds will probably tie into the voyage home, and be tied to the curse intimately.  As such, they’ll be tied intimately to the present voyage home portion of play.

The Starwill probably be tied to both the intrigue portion and the initial voyage up to the Transgression (in other words to the flashback).  Structurely I’m seeing the star in the flashbacks/initial voyage and the seabirds in the present/voyage home playing contrasting but complimentary roles.
Obviously still pretty rough, but I’m getting excited.

-John B.

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