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Entry?: Colorless Green Ideas Sleep Furiously

PostPosted: Sun Mar 12, 2006 12:50 pm
by DevP
EDIT: Rules in progress at

Time Warp? 8 hours, and broken up into any number of instances, but certainly: no more than 8 hours. None, ever! Given a set of 4-6 ideas, 2-9 nightmares, blue-green half-symbolic non-senses, do import a subset into a proper set of Anchors and Loa into 1-to-1 rationale.

Magic Words! Comittee is invoked to ensure that all Anchors are equal, but some of their Loa are more equal than others. Emotions will anchor an Anchor to her Loa, or to a Loa's dreamer, or perhaps they simply are discarded before play. Glass constructs the walls of the spheres within spheres within spheres within which Anchors play within spheres within

The furious sleep is a colorless dreaming of green ideas. In eight hours, the dreamer must wake up, and she will have been inspired by your symbols, but to what will she be inspired to?

Players will play the part of symbols within a dream, hoping to bargain with and win over parts of the dreamer's emotional state through a series of visions, quests, surrealities and nightmares. The goal is to effect her final choices once she wakes up in less than eight hours. Each session can present a mix of different players and different symbols, but the same dreamer.(I hope this will translate to pickup play - d)

(Not surprisingly, I may not finish this in this week, but I thought I should at least share the vision.)

PostPosted: Sun Mar 12, 2006 12:52 pm
by DevP
Oh for f*ck's sake. The top two entries in this forum are "When The Forms Exhaust Their Variety" and "Colorless Green Ideas Sleep Furiously". MOST PRETENTIOUS GAME CONTEST EVAR.

PostPosted: Sun Mar 12, 2006 1:42 pm
by Antti-san
I have only one word for you: Whoah.

PostPosted: Tue Mar 14, 2006 4:25 pm
by DevP
In R/L, I'm likely not doing game writing until the weekend (at best) because before I can work on IGC this year, I have to finish working on a LARP that's inspired by my IGC entry from two years ago. (Which is being revised!)

But I figure I should share a few snippets of thoughts. Any players who shows up wanting to play must bring a physical object, symbolizing the mix of emotions they are bringing to the table. This is their Anchor. It should be physical and convenient. Like a stapler, a hammer, a shoe, a book, a cupcake, loaf of read, a broken cd.

PostPosted: Tue Mar 14, 2006 6:57 pm
by DevP
Emotions are written on index cards. What is written on the other side of an index card? Castles, tigers, hand grenades, a river of chocolate, ex-girlfriends, a wedding chapel.

PostPosted: Tue Mar 14, 2006 7:09 pm
by Graham Walmsley
That "bring a physical object to the table" thing is very nice. Looking forward to the rest of the rules.

Graham

PostPosted: Wed Mar 15, 2006 11:37 pm
by DevP
Graham - thanks for your kind words! If this thing gets suitable for Actual Play, I'm curious to see what kind of stuff different groups bring to the table (literally).

And: Real Rules!!!

Play Structure

The whole game is 8 hours long from beginning to end, and broken up to any number of sessions.

The very first session is titled Falling, and is the Dreamer falling asleep. This session will last up to a half hour, and will use the system for fleshing out the Dreamer's issues.

The very last session is titled Waking Up, and is the Dreamer waking up with a new direction on life. This session will take up the remaining half hour, and will use the system for cashing in the accrued Emotions to resolve the dreamer's issues.

Each session in between will take a variable amount of time. Play begins with the Dreamer declaring a title for this episode, referencing some remembered quote or piece of pop-culture. Character creation then follows, leading into the bulding of the first Glass Wall; the session ends once the last remaining Glass Wall has been broken. Once there is only a half hour left, this session ends immediately; the next session must be Waking Up.

The whole game is 8 from beginning to end.

(Am I going to keep up this tone in the final document? I'm not sure.)

PostPosted: Thu Mar 16, 2006 7:46 am
by spaceanddeath
So, the item that you bring to the table, is it just a random item that players bring that your system then uses as an inspiration source towards creating the dreamer's issues? Or is there a "character/dreamer" pre-genned before gameplay?

Also, are the issues you're playing with going to be related to current events in the dreamer's life, or are you looking to experiment with to-the-edge, emotionally vulnerable deep psyche stuff?

PostPosted: Thu Mar 16, 2006 7:51 am
by Jack Aidley
If you're going to have falling, you must also have drowning. It's the law.

PostPosted: Thu Mar 16, 2006 11:32 am
by DevP