Jun. 25th, 2020

[personal profile] crossmyheartandhope
Hey, folks. The Teller of Tales will be running an ideal world game on the days of August 1-8.

On the surface, ideal worlds are similar to heart games, in that the worlds are written and run by you! However, rather than a representation of the character's soul, the play space should be that character's ideal, perfect existence – a world filled with whatever items, people, or changes to reality necessary to make them want to stay in that space forever.

The setup is that certain characters (the runners) are being held hostage in a prison made from their own dreams and ideals; other players are trapped in their worlds with them. Players succeed when they convince the hostage character that they should give up on their perfect place and return to the harsh reality of Imeeji.

Important elements of the ideal world include:

  • The world itself – it should be tailored to the hostage in every way, so that on the surface it is everything that they want. Without questioning further, they would be happy to live in the world forever – perhaps do anything for the chance to do so, because it's just that good.

  • Cracks in the fiction – small inconsistencies in the world that show how unreal it is. For example, perhaps the hostage's extensive dream gardens are really just silk and twine, or the beautiful vista from the mansion they always wanted is only visible from certain angles, or NPCs are two-dimensional (figuratively or literally) and only able to repeat the same two or three statements. Feel free to be creative with this!

  • The hostage – unlike a heart game, the captive character should be present and easy to encounter within their ideal world. This is a place they enjoy and should feel comfortable and happy in. They may want to convince the other players to stay, or they may want to scare them off, but in no way do they want to leave the ideal world.

  • An ultimate clue – some element somewhere in the world that is so off and just plain wrong that it is capable of convincing the character that the whole place is fake.


The climax of the game should be the chance for players to convince the hostage that they have to abandon their dreams so that everyone can return to Imeeji. If the character can't be persuaded/is too far in denial/is too in love with their fantasy to be convinced to leave, then things should only become more climactic from there. The Storyteller loves a dramatic story, after all. No matter the outcome, however, after the time limit (game length of 5 hours max), all characters will be returned to the game tower.

Scoring, content, and trauma levels for each run are up to the runner, as in heart games. How players succeed or fail at removing the hostage character from the ideal world should affect scores, though it should not be the only thing considered.

If you're interested in running an ideal world, please sign up below, and note the dates and times you plan to run, expected content warnings (we know this group), and the number of players you are willing to accommodate. Of course, if you have further questions, note them down below!
forgottenmercy: (Default)
[personal profile] forgottenmercy
Hello, everyone. I'm claiming July 10th, from 5 PM - 9 PM PST to run a trauma-free social storytelling game where the object is to make players put on a soap opera. Or several soap operas, rather, as stupid and dramatic as possible. Love confessions, dramatic confrontations, car chases, etc.

stupid gif for game mood )

Signups are here.

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