stepnix: Player One (break)
[personal profile] stepnix

Chuubo's Marvelous Wish-Granting Engine isn't as tightly structured as Princess Wing, but it does provide some guardrails:

1) The game is divided into chapters, that typically cover a length of time determined by the campaign genre

2) Each player can (and usually will) perform two XP Actions per chapter, with available XP action typically determined by campaign genre. These are usually specific emotional beats, or actions that become significant by having attention drawn to them, rather then their outcome.

3) After performing an XP action, your character "fades," or loses narrative focus.

All of this combines to form a revolving spotlight effect. If the spotlight falls on you, it helps to have a scene prompt ready!

Your scene prompts are bundled into quests. A full quest write-up contains:

1) A situation your character is presently involved in, or a situation they keep coming back to. This is the Quest itself.

2) Major goals, significant narrative beats that you can expect to happen during the Quest a limited number of times. The GM determines when they've been fulfilled.

3) Quest flavor, minor narrative beats that you can expect to happen during the Quest 1/chapter. The player can declare that quest flavor is happening without waiting for the GM's suggestion.

So! Of these, the quest flavor is the scene prompt tech closest to what I discussed with Princess Wing. The player decides that the scene will be about something in particular from their character material, and the scene will be about that. A quest's major goals work a little differently. I'd suggest they're prompts for the GM instead, scenes that the GM should be on the lookout to set up and create the opportunity for. I've heard the phrase "character flags" used for this kind of thing before.

[In practice, a Chuubo's game will probably see players saying "hey GM I have an idea for how to fulfill my major goal," and that's totally fine. It's a game that wants everyone to spend a little time in the director's chair, even if the GM has the most explicit power there.]

Much of this structure and prompt tech returns in The Far Roofs. This time, the quest flavor summons not just a narrative beat, but a specific emotional reaction to it from the player character, as determined by a Mood Roll. That's a lot to work with from just a couple lines!

Lastly, Far Roofs has a few prompts associated with its Mysteries and the neighborhoods of the Roofs.

The other prompts I've discussed here are linked to their games' progression systems. You get XP or other benefits from invoking them, which drives your character's story forward. The Errantry prompts, by contrast, are only there to spark ideas, characterize the element of the setting they're associated with, and invite players into the director's seat.

Date: 2025-04-13 01:41 pm (UTC)
kihou: (Default)
From: [personal profile] kihou
Incidentally, while the structures are similar I've definitely seen people engage with Quest Flavor less in The Far Roofs compared to Chuubo's/Glitch. I think some of that is Quest Flavor being more question-shaped making it a little trickier to use, and the rest is since they're using the same pool of two spotlights per chapter rather than being additional and there's no bonus cookie for using them they feel more functionally optional. And I feel like there's correspondingly been more emphasis on Major Goals, whose repeatability also makes them able to come up more frequently.

May 2025

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