I suppose that could be a promo tagline? “Psilocybin role-playing …” no, probably not a good idea. But it’s true that this session of Cosmic Zap was well-supplied with my little rules handout that finally made some sense, even if I have continued to change it up since, and the players were more versed in what the dice and numbers really did. So we could finally concentrate on what we were seeing and feeling and wow really listening, have you ever really listened, like, uh?
Jokes aside, here’s what you’re looking at. It’s chain-GMing in some ways, but unusual in that the GM-person in each turn isn’t framing scenes. Instead, the … I guess, protagonist player for that turn does so, and the GM-person is mainly in charge of antagonism. But the big GM, that’s me in this case, in mainly in charge of turn-organizing and identifying when a contest (dice) is called for, and significantly, in charge of narrating outcomes.
I’ve been calling it “irresponsible authorship” because there is really no way to generate an arc, only to decide that you’re already on one and to go with it. This session is still hitchy or at least tentative, but it’s when we found that such things can happen.
For those just tuning in, this is my design in progress for the Chaosium, in their new SRD called “Questworlds” using the system, or a skeleton version, in HeroQuest. I’m using it for trippy comics very much in the sense that the original system was so wonderful for trippy fantasy. This is our third session, and I’ll probably edit the fourth one in or put it into a comment, as they work nicely together.