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Tuesday, 9 September 2014

Review: Microscope RPG



...and now for something completely different!


Over the last year and a bit, I've joined a bunch of my mates for a weekly run of the roleplaying game "Exalted". It has been an epic tale of tragic mistakes, sacrifices, and hard won victories. But we finally reached a spot in the tale that prompted a break, and even though we felt invested in the characters, we decided that it was time for something different.

But that is the real question - how can we continue the magic? Well, we identified the things that allowed us to keep the game's story going for so long, and took a look at what other genres they would work in. Eventually coming to the conclusion that if we wanted something different, then lets go as far from Epic magical heroes in medieval land as we could… A science fiction story of people struggling to make a living. So we were looking at the "BSG" and "Firefly" end of the spectrum now. But here is another problem for a bunch of gaming geeks - not all of us have the same depth of knowledge about these stories, and creating our own might get problematic if we keep bumping our heads against 'canon'. So time to roll our own!

So enters the game of Microscope - a fractal game of epic histories. This seems tailor made to create our own setting. But to be honest I approached this with some measure of trepidation. While reading the rules spiked my interest, there seemed to be way to much scope for crazy shenanigans to make everything go off the rails and ruin the fun of everyone. And even worse, it was scaled for 2-4 players, and we would have 6-10 (depending on who showed up on the day).

Thankfully, Ben Robbins (author) has setup a great little Microscope community on G+ which was able to answer a whole lot of my questions, and give some suggestions for easing into a session for so many people. The biggest worry that others raised about my group was that the gameplay would slow to a glacial pace with so many interacting. So instead of the basic rules of "Scenes", we used the optional rules for "Dictated Scenes" and allowing the rules for "Push". Overall I think this kept play to a decent speed while keeping everyone interested!

The basics of the game are simple. We co-operatively setup some ground rules on what story's genre rules are, define a start and end point, and then start taking turns making history. Each round a player defines the focus - what is the common thread of all the history in that round. Then every player can add a Period, Event, or Scene. As long as the new thing doesn't contradict established fact, and fits the defined genre, no other player can say no. And these added things can happen at any spot on the timeline.

A bit scary, eh? No one has real creative control! But it worked amazingly well!

I think that one of the key reasons this worked so well was the initial co-operative fiddly bits. And they were fiddly! It took a long time for everyone to get their heads around what they were doing here, as it amounts to defining the "series bible" and theme/genre of the whole game. First up we had to define the "Big Picture". We were all remembering the wonderful movie from last week "Guardians of the Galaxy" and had been talking about Firefly, Farscape, Babylon 5, and other similar sci-fi series. We wanted the feel of a struggling crew flying around space. A sense of exploration and hidden dangers. To have this as an end point we needed something with a suitable scale. The initial scene from Firefly - the ships streaming away from "the earth that was" - inspired a lot of us, which led to us defining our big picture as:

Mankind flees from a dying earth to end up scattered among the stars.

We liked it. Then the game tells us to define our "palette", the elements that we want included or banned from our history. This took a little explaining, as it didn't mean those things were in the game, but was just a list of things that were different from expectation. This perhaps was the biggest time sink as we went around and each person proposed an addition to the list. Each addition needed to be discussed, weighed up, and agreed upon. With seven players sitting around the table this meant a lot of discussions. But while this is a time consuming endeavor that can be easily seen as "not playing the game", I noticed that as we moved further along there was less discussion as each addition seemed to make more and more sense. This list was only brought up a few times to reign in later Events and Scenes, but every time it proved its worth.

The final bit of setup was to define the start and end periods of the game. Our starting period was easy - The Dying Earth, a dark time for humanity. The end period was nearly as easy to come up with as we wanted the travelling widespread feeling common to many science fiction epics - Humanity scattered among the stars. These points serve the important task of focusing our imagination on what lies between. We were not thinking about how, exactly, the earth came to be dying, only that it was and that humanity had to leave. Similarly we were not too concerned about the eventual outcome, but were happy to know that humanity had ended up scattered among the stars.

Then the real magic began to take shape. The game is split into rounds. Each round a player picks a focus, creates a nested pair of things (Period, Event or Scene), then all the other players take turns adding one thing to the timeline, linked by the focus. Sounds pretty simple, and it is. There are only a few things to remember - Don’t contradict anything already established; Use only things allowed by the palette; Stick to the focus; No co-operation!

It’s the last one that pushes this game into awesome territory! When it isn't your turn to add, you can only ask questions or clarifications. You are unable to change what another player put into the timeline if it is valid. Since you cannot contradict anything that comes before or after, there is a strong push to keep your good ideas close to your chest before making the sudden reveal on your turn. It was hilarious to see the expressions on people's faces as they listened to an addition, and suddenly thought of a cool twist or addition that they would use on their own turn. So many times someone would exclaim "oh wow, we should now…" and then bite their tongue. As the turns built up and the story twisted and turned everyone got more and more excited and colorful in their descriptions.

On the Sunday we played, we were only stopped because we had forgotten a charger for the laptop being used to skype in our distant players. But everyone was so charged up that we set another session for the very next day after work.

Final Thoughts

This is less of a game, and more of a co-operative storytelling game. But because you can jump around to any point in the timeline, at any moment, makes the reasons 'why' change from moment to moment. No one person can drive the story in any particular way, but everyone is able to create or destroy story elements that change the course of the story.

This is a great way to spend some afternoons with friends who share a love of stories. You will come up with a tale to rival any movie or novel or tv show, and you will want to come back to it again and again.


Best $10 I've spent for a long time :)