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Two sessions of six, two weeks between?

PostPosted: Mon Mar 13, 2006 3:51 am
by Jack Aidley

PostPosted: Mon Mar 13, 2006 6:25 am
by Walt Freitag

PostPosted: Mon Mar 13, 2006 10:18 am
by kenjib
Two weeks is the exact timespan of the height of the Cuban Missile Crisis. On session one the players discover the missiles (literally or figuratively by analogy). In the intervening days they situation continues to escalate. On the final day they must step in and create some kind of solution.

If the sessions are two weeks apart, there are 13 days in-between. Perhaps a game based on superstition. You could have one session, then provide email updates on each of the following days until on the 13th day, something terrible happens. They players convene for the second session on the following day to deal with it. Or you could have 13 murders, each being described in emails one by one during the intervening days and in the second session the players convene to solve the mystery.

13 could represent the 13 founding colonies of the United States.

It is also close to a dozen so long as you figure out what to do with the extra day. Maybe some resolution having to do with one egg each day? (with the army major as the 13th)? (with the parents as the 13th)?

Thirteen is also a bakers dozen. Perhaps for resolution thirteen people must bake a baker's dozen of cookies and pass them around. Everyone eats one each day before the final session, and whoever made the best cookies gets some kind of in-game benefit.

PostPosted: Mon Mar 13, 2006 10:51 am
by Andy K
I totally didn't think about it at the time, but that two week interval would be a great opporunity for weight loss, and applying it to an RPG. "See how much you can lose in two weeks of regular exercise and dieting, and that will affect how many magic missiles you can cast later" or something.

PostPosted: Mon Mar 13, 2006 11:55 am
by Joshua BishopRoby
Jack, my beta-entry uses the two sessions to examine the same situation from two very different points of view.

PostPosted: Mon Mar 13, 2006 12:17 pm
by Mark Bravura
Two weeks also fits the convention of the typical American pay period. In the event of a LARP [to be posted soon], the two week interlude could be the cause and effect of profitabilty measured against time.

- M.B.

Great Ideas

PostPosted: Tue Mar 14, 2006 7:25 pm
by SheikhJahbooty
Wow, those are all really good ideas.

I thought the two week interval was so that the players could forget what happened during the first session of play.

There's a game available here called Lost Memories. I thought something like that.

Week 1: Ornate character creation process and the first part of an adventure.

Week 3: With someone else's character now. What can you remember about this character's backstory and actions from last week? Can you figure out what this character would have done at the end of the adventure, and why this character is in its current mess with shoddy memories?

But after seeing the homework or craft project ideas, I like that better. Perhaps there's something that could be done with newspapers. A conspiracy that has to be uncovered, John Nash style?

I also really like the moon ideas. New Moon, Full Moon, Tides, Sea Glass, Bereft Mermaids, Ancient Witches, perhaps.