Secrets and powers game: Difference between revisions

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Characters are pre-written, and the chief design interventions are the placement of secret information, special abilities, and character goals.<ref>Nat Budin, "Decoding the Default: Secrets and Powers Larp". ''[[WyrdCon Companion Book 2015]]'', p. 20.</ref>
Characters are pre-written, and the chief design interventions are the placement of secret information, special abilities, and character goals.<ref>Nat Budin, "Decoding the Default: Secrets and Powers Larp". ''[[WyrdCon Companion Book 2015]]'', p. 20.</ref> If well-composed, these create a closed set of likely player-actions, and a relatively predictable game experience.<ref>Evan Torner and Katherine Castiello Jones, "The Parlor Sandbox: Counter-Players and Ephemera in American Freeform". ''[[WyrdCon Companion Book 2014]]'', p. 68 </ref>


The term comes from an article by Evan Torner and Katherine Castiello Jones in the [[WyrdCon Companion Book 2014]], though they note that it had been used in larp circles for some time beforehand.<ref>Evan Torner and Katherine Castiello Jones, "The Parlor Sandbox: Counter-Players and Ephemera in American Freeform". ''[[WyrdCon Companion Book 2014]]'', p. 68 </ref>
The term comes from an article by Evan Torner and Katherine Castiello Jones in the [[WyrdCon Companion Book 2014]], though they note that it had been used in larp circles for some time beforehand.<ref>Torner and Jones (2014).</ref>


==Example games==
==Example games==

Latest revision as of 03:55, 7 February 2016

A secrets and powers game is a "traditional" theatre-style larp in which:

characters are mostly working to achieve some set of goals, which may or may not conflict with the goals of other characters, and goals can be accomplished by some combination of obtaining secrets and using powers (along with, possibly, other means, such as solving puzzles or convincing other characters through social interaction).[1]

Characters are pre-written, and the chief design interventions are the placement of secret information, special abilities, and character goals.[2] If well-composed, these create a closed set of likely player-actions, and a relatively predictable game experience.[3]

The term comes from an article by Evan Torner and Katherine Castiello Jones in the WyrdCon Companion Book 2014, though they note that it had been used in larp circles for some time beforehand.[4]

Example games

See also

References

  1. Nat Budin, Styles of larp. Alleged Entertainment blog, 8 March 2015. Retrieved 4 August 2015.
  2. Nat Budin, "Decoding the Default: Secrets and Powers Larp". WyrdCon Companion Book 2015, p. 20.
  3. Evan Torner and Katherine Castiello Jones, "The Parlor Sandbox: Counter-Players and Ephemera in American Freeform". WyrdCon Companion Book 2014, p. 68
  4. Torner and Jones (2014).