Saturday, 6 March 2010

Starting a Game

 Hello, and Be welcome.

I'm here to give you the starting point for a game session.

But well, first I wanted to say a few things.

I have been creating the Wizarding Language for about twenty years now, but I have almost finished the language in 2018 or so. Then, the wizards and witches made contact to say they wanted a different language.

Back in 2018, they said they wanted a language to work as German in names, and as Japanese in verbs. And so, I said, -- "I'll need about five years more. Give me the time, and it'll be ready by then", and here I am.

I'm working now on my own dictionary, not a final dictionary with everything.

This is going to be a text with my version of the Wizarding Language.

It won't be published, but anyway, I'm going to teach it in here.

Wizards don't need me to publish the dictionary text.

They can use Magic to learn the language, as we use Magic for everything, with thousands of Spells which work to make our life surrounded by Magic, like, all the time, so we do with language -- I today have said again that one needs to practice to learn a language; they wanted to learn it just by watching me talking and putting effort into practice, and so I said: -- "You need to practice to learn a language", and I'm now telling them what to do to learn it well.

Also, this is not the only language I'm creating.

I'm also creating the Language of Princesses.

A Princess is a woman with a series of inborn abilities, including Aptitude.

Sometimes, a Princess doesn't have the Aptitude a witch needs to do Magic, but even then, she's a princess and may become a Super Warrior Otome. We have about eighty thousand princesses in Arda, our world.

But the Future have entered in contact, to say a few things.

They wanted Origa, the Language of Princesses, to work the same way as Akkia, with Alignment Changes.

Then, I've asked my own Future about it, and he said it's Okay.

I first planned Origa to have two alignments, Accusative and Ergative. But well, I don't want the two languages to be the same, and I'm planning how to use the Alignments in a new formulae, because there won't be a Focus case.

Perhaps I'll do it with the Partitive ending, giving it a shot.

The Alignment Change will be used in both languages because the Future made contact and asked me to do that. I'm pretty sure many people cannot have the opinion of the future to decide what to do, that's why I thought it's so important saying this.

What's important is to take notes on everything.

How to decide what's important, and what's going to be published in your blog?

With notes on everything, specially because of names.

We usually create a name and think it's original, a name I've created for "my character"!,... but no. Names are important. I've had a hard time with names because my players didn't created an original name, back in 2009 or so, but I have changed the name in every post.

The idea we use in Enigma is that you can publish your Story!

Some of the Stories published will be studied, and may become an Official Story for our Universe.

We can't grant all stories will become Official as we're focused on creative work.

I'm publishing on Blogger because it's free, and they won't delete the Story because of time, or any other means.

I also have another blog reagistered, but I'm not using it yet.

It must be used as soon as I remember the new language, and I know I'll have to work again on these posts in about seven years from now, because things are going to change a bit in the next ten years, and I know it.

What's important to know is that The Media ignores those who accept Magic.

It must be the problem, in a few years from now.

Why? Because many are accepting Magic, and will become a magic user.

You can still make Rituals, even if you have not Aptitude.

That must be the case in our Stories! The learning of Rituals is important for the past.

Whatever you're investigating in your Game, use Rituals as Magic.

Once a player said: -- "I'll go home and make a Ritual: I want to know if we are on the Main Timeline, or a parallel one" -- do as he did. The most important way to use Rituals is to get knowledge, and it happens -- Magic is there to make it happen.

The right way to start a game is to ask who are the characters. Why? Because they're going to be Players, and these people change history with a slap of their fingers, all the time -- You can also have a good idea of a Story, where to go, and what's going to happen.

Please make it be an investigation set, you're investigatin The Game.

The Great Game exists, and its destiny is to become the right alternative for war.

That's what I've investigated in my Stories, and discovered.

Not everyone knows what to do since the beginning.

Give your players food for thought all the time, and explain what's not a spoiler, all the time.

I'm now planning a New Table, with an investigative Story about Akkoya.

Our world, Arda is important, but actually the capital is this world, and that's the main idea of our investigation game of Enigma. We want to know why Akkoya is the main capital, and not Arda, as many movies and stories say.

Remember to say that the slots of action are fixed, and you can only change once.

One needs special training to act in half a second as we are planning.

The Three Seconds standard Turn only works if it's fixed.

If players die in the first combat scene, go back in time and change everything, Okay?

With time, a Player must have Assets so to make combat more personal. Assets are other characters and instances the Player controls in the Story, so they can make a group with that Assets, not getting directly involved in the combat situations.

It's highly recomended that you plan what or who these Assets will be.

Assets may just happen during the play, but it's better if you plan it to happen. Sometimes, Tarot gives a hint on who the Asset must be, so your attention must get the right tips from the cards -- It's an investigation Game! You need information! Use The Tarot for almost everything, or a single use of a d10 with a question, and so you compare with The Origin to know the answer.

If you're psychic, I mean, if you have any other means to know what needs to happen, that's Okay if you just plan. But if you don't, we use Tarot and a D-Ten to get information to be used in the game, and decide about an Asset, a twist, everything.

The D-Ten tends to indicate more a problem than a solution, but it depends on your question.

Don't be affraid of using the D-Ten to decide what happens in the Story.

The Origin (Kissa) is: 0. Enigma, 1. Truth, 2. Darkness, 3. Light, 4. Chaos, 5. Mutation, 6. Illusion, 7. Order, 8. Ecstacy, and 9. Secret.

This is used to decide what happens in a Story, if you're wondering what to do.

To start a new game, you have to play a game of "What if,... (x)?".

Try to write your "what if's" on a sheet of paper, if it's difficult on the beginning.

Eventually, if you do as I do, and walk the room creating stuff, you'll come up with something good.

For example: -- "What if the Player knows who I really am?".

Then, you'll have to play the game with them, because they know you.

If that's not a sure thing, you may be able to play without their notice, and start a Game with your own Assets. But well, Players usually become more interested in people who can become their Assets -- you can play with that too.

If a real Player lives on the past, it's easier than the Players who live on the future.

If it's a today's Player, you can become their Asset to investigate The Game.

For example, I've used Ambar as The Goddess of Magic of Akkoya for no less than fifteen years now, and she knows me. Then, I've invented a basic code for her to use as a language, and she used the three girls watchers who watch me, and they know how to create because I'm working all the time, so to create a real language, and then I've suggested Ambar to tell herself on the past, and so the ediche language is more than four thousand years old now.

This is what we call Interaction, and it's the right way to deal with Players and The Game.

You must have a way to interact with the Players, and an Oracle is a right one.

That's why we use The Tarot, and the reason I created The Origin.

So we may have a means to interact with the causes, the means, and destiny.

If you're going to use The Origin, use it to guide your Story.

For example: -- "They got inside the castle,... What if (x)?", then you roll one D-Ten.

It's different from other games which depends on the Master for everything.

But well, the Master's the last word, so if you're a Master and dice have mess with your Story, change it, make it more interesting. The Master can change what the die says at any time, to really guide the Story -- You may even change the past.

But don't change the past too much, unless you talk to your group.

Changing the past should depend on the group to decide.

These are the first words on Starting a Game, and I'll have more in the future.

I hope you're enjoying the reading, and this may help you and your group.

That's all for now, including information on Akkia and Origa.

I'm going to focus on teaching the languages now.

And yes, talking about The Game and gameplay is part of this training.

Then, start your game notes, if possible, today.

Stay Plugged, Stay True.

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