Microscope by Lame Mage Production (Ben Robbins)
Our group was down two players (for a total of 4 at the table), but that worked well. Microscope is best played by 3-4 (according to the creator--and I believe him).
I'll not go into too much mechanical stuff. (Of which there's not much--it's basically a procedure you follow.)
Our starting ideas were:
1. Colonists settle an isolated place
2. Revolutionaries topple a decadent Empire.
We all felt both of these were cool and decided to combine them. Our history would begin with the Revolutionaries and move into the Colonists.
We were all getting a Sci-Fi vibe, but no one was quite ready to nail it down yet.
Our Palette included the following:
- No communication with aliens
- No FTL
- No pscionics
- No light based weapons
- Yes religion
- Yes limited trans-humanism
- Yes [will fill in later when I have my notes]
- Yes [will fill in later when I have my notes]
We decided to have our bookend periods be
exactly the same!
- Revolutionaries topple a decadent Empire.
The opening period was light, then ending dark.
In very broad strokes then...
My first turn I created an event called Sabotage of the Generational Ship Colossus, then a scene that asked how the colonists overcame the sabotage.
It was clunky and worrisome. Two of the players picked characters that didn't have much to do. At this point I was a little worried. I needn't have been. Later scenes were powerful and deep. Our newest and youngest member by far outshone the rest of us with his creative twists and subplots.
Turn by turn we created an amazingly rich history that spanned tens of thousands of years. The original Empire was toppled in part by the Engineers Guild, but the nanites they released became uncontrollable and destroyed the home planet. Feeling remorse, the Swarm built generation ships and sent the survivors on toward the stars. In a rich scene the Swarm (played by the Scene's creator) insisted that all the humans leave, but we had already established that only a minority escaped, so the rest of us had to roleplay to find out why the majority remained behind. It was a great use of narrative authority to force some compelling roleplay.
Of the 5 ships that eventually left the home world (Colossus, Elder, Behemot, Leviathan, and Jörmungandr) only Leviathan survived, the other 4 betrayed by Levithan's fanatical Captain.
The new settlement--under the rule the Witch-Kings and influenced by the new Religion (named for the captain of Leviathan later Prophet, Naveen)-- sees fall of the Engineers Guild, the rise of the Technomnacers.
Following a period of planet-wide feudalism, the technomancers become the Technocratic Confedearcy and aid the revolutionaries in overthrowing the decadent empire.
Overall:
An excellent game. I was so pleased and I didn't want to stop. It was the most fun I've running a one-nighter in a while (and that includes my recent gonzo sci-fi game that I still need to write up).
The first weak scene gave us some lessons on how to do scenes that made the rest of them amazing.
I will, at some point, use Microscope to make the setting for a more typical RPG for us to play through.
If this were our every week game, I'd miss the roleplay. There is some, but not enough to satisfy me long-term. But if this were to become our regular, go-to one nighter I would be quite happy with that.
There's more, and I will highlight some of the juicier details when I have the cards with me. (You use note cards to track the history)
Any questions?