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The hardest questions have easy answers

Similar to my consult with Jared, I wonder whether Jerry and I are even comprehensible to a third-party listener. I know it'll be entertaining; we've known each other for almost twenty years, trading thoughts about life et cetera. I kept laughing out loud while editing. However, he's published big, beautiful games (Atlantis, Hellas), managing money and production in ways I can't imagine or do. The notion that he'd want to connect via Adept Consulting, formally & financially, is almost silly. 

Godsend Agenda, though, is a little different. It's the first and most unmanageable of his RPG projects and refuses outright to "be done." I hope you'll see here why that is, and that we have to ask, "Is this a rebirth or an exorcism?" My priorities in this session are to investigate, first, why to make this game by going back to its origin, and second, given whatever that is, how to do it without being constrained by that same origin.

It's a big job and we're in for a long haul on it, including some play time with whatever it's becoming.



Ron Edwards's picture

Here's the direct link into the playlist.

This session includes a lot of intersecting concepts, and it's the point of intersection that I hope you'll be able to see: given what is most significant to change, how do the operations of play change it?

Ross's picture

I've found these consults really interesting and I'm looking forward to seeing how Jerry resolves what seems to be the central tension in the game as its developing - that is if you are a God / Super hero wanting to change the world then really don't you have better things to do than punch villains? But what are those things exactly? 

Ron Edwards's picture

I think that tension can be answered, much as superhero comics have managed to answer it more often than the derogatory term "comics supervillain" would indicate. We don't need to assign the meaning that only the laziest and stupidest comics adopted. It does require a personal answer, for this game, and fortunately Jerry has already provided wicked, wretched institutions with game mechanics.


Sean_RDP's picture

I love Jerry's energy. I appreciate being so passionate about a design. I also understand how a design can haunt you. 

In the beginning when the conversation was focused on the agendas and the various factions, it reminded a little bit of Underground and a lot a bit of Aberrant. Just vibes, nothing too concrete in terms of mechanics, but the idea of factions and conflicting (pun not intended) agendas.  In terms of the factions, the agendas, the pantheons vs. the mundane corporations and mortal level organizations, it occurred that each high level alien/angelic agenda would have one proxy on Earth. With a few rogue groups who will take money from anyone.  

A lot of food for thought on abstraction, consequences, and the meaning of rolling.  If all RPGs are abstract, does level of abstraction affect or is affected by the idiom? No one has to answer that, its just a question that popped into my head that I wanted to share out loud.

I am looking forward to the play session. 

Ron Edwards's picture

Jerry's in charge, trying out some of the out-there ideas he's considering, with Renee, Kieron, and me as tender victims. His current design uses the two-tiered approach, sometimes playing "as the pantheon" at a wider scale of time and location, and sometimes in the more "hero's eye view" personal way.

So you begin by rolling up the past exploits of the heroes, including an origin and also including "how we met" events, and you end up with a purpose for your pantheon - then you can finalized the heroes as individuals. It's an interesting sequence.

So far, we've played this preparation session as well as an action-packed "now we're playing" session, and Jerry and I did some more consulting talk as well. I'm still editing the latter two, so for now, here's the direct link to the preparation session inside the playlist.

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