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Design Notes: 3 Layers of Play

I'm gonna be trying something new, which is posting periodic design diary entries on Seven-Part Pact as I continue to work on it. I'm constantly musing on this-or-that aspect of its design, so I figured it would be cool to chronicle my musings for Patreon in ways people can revisit someday down the line. I'm not gonna put that much work into editing for clarity, so if they feel a little confusing, please just ask questions!

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In a conversation with the provocative and frequently very cunning Sam Sorenson, he (citing older other scholars) offered me three levels of a game at which play occurs. They were:

Seven Part Pact is a game about all three of these layers. 

Each layer disrupts each other layer, and also itself, and in doing so produces the game that we're playing. Disruption can be thought of as like … are you being forced to do something you wouldn't do if you were on your own? That's disruption. You're cool with it, though. That's the point of playing with other people.

The reason I'm thinking about this right now is that basically everywhere these components disrupt each other, the game would benefit from some kind of guide rails to help make sure in low-trust (or even high-trust but low-emotional-intelligence) groups, the game doesn't get fucked up. Here's some examples of that:

So the four "Lesser Magi" (Necromancer, Hierophant, Warlock, Mariner) are entangled deeply in the interplay between the Fictional and the Endogenous, abstracting their fictional world and then seeing it impact the narrative through that. The Faustian is very concerned with specifically how the Celestial Audience fucks with the Wizards, through Consequences and disaster. They are the true "antagonist GM." The Librarian is very concerned with how the Wizards fuck with the Endogenous, through magic, and also how Players interpret the rules of the Celestial Audience. They are functioning as a "rulekeeper GM." 

The Sorcerer balances the feelings of the players, the feelings of the Celestial Audience, and the feelings of the Wizards. He's a real Wisher from Wisher, Theurgist, Fatalist. He's been the hardest to design, because his whole deal is about how everything moves across the three layers, and the unity of them. It's hard to make that sort of design not just be very "soft."

We can calcify these interactions into three principles that govern how I'm interested in how people interact. Maybe something like:

This would obviously be very convenient for me, because it would mean the three principles of play correspond to the three Great Magi of Seven Part Pact (the Faustian, the Librarian, and the Sorcerer, respectively). So the Faustian is in charge of finding out the fate of our Wizards (i.e how they are doomed to fail). The Librarian is in charge of discovering the secrets of magic (how it works and how we implement it). And the Sorcerer is in charge of imagining the world of Isha together (uniting everyone's visions and sculpting their own).

Comments

I was at a LARP earlier this week and I was doing divination for characters with my tarot deck. It was interesting to see the difference between fictional readings and exogenous readings!

Jay Dragon

An interesting way to meditate between the three might be a divination tool, something that will give direction but not commands, something similar to the Tarokka deck in Curse of Strahd, tarot, the I Ching, etc. The I Ching especially blends the physical and metaphysical superbly, being based on rules of order.

Kanyath


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