Wonderland - Jags
Wonderland - Jags
Wonderland - Jags
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going crazy or on drugs. The damage from a Major Complication is<br />
serious and cannot simply be explained away or ignored.<br />
How The Player Feels About Unsanity<br />
At this point, the GM will take his or her cues from the player—how<br />
does the player feel about Unsanity? We don’t believe there are literal<br />
categories of players—but there are some general elements of “how<br />
badly my character can get hosed before I stop having fun.”<br />
These are:<br />
l Hose me pretty badly.<br />
l Make sure there’s a safty net.<br />
l Don’t seriously mess up my character.<br />
l Let me decide!<br />
Hose me pretty badly: Exploring the Emotional and Social Impact of<br />
Insanity (Unsanity) Well, being crazy often causes people real, serious<br />
embarrassment. Since the player is okay with that, the GM rules that<br />
she recovers in a local holding cell under psychiatric observation. She<br />
discovers to her horror that she got up in front of her history class and<br />
begin drawing doors on the chalkboard telling the class that they had to<br />
be careful because the doors could “open” if you “looked at them right.”<br />
She became violent, kicking and shrieking when the teacher tried to<br />
remove her. She ranted, standing on a desk, until the police came and<br />
dragged her screaming to the police car.<br />
The consequences of this are run as the GM thinks is likely. If the PC<br />
doesn’t work carefully, she may wind up committed.<br />
I trust you—so be careful with my character: Exploring the Social<br />
and Emotional Impact of Unsanity With A Safety Net: Some players<br />
might want a potentially dark game where they can have their players<br />
break down (maybe even commit themselves, thinking they are mad)<br />
but don’t want the game to end in a padded cell. We think this is a pretty<br />
reasonable way to play if it’s discussed up front.<br />
In this case the example is “as above” but the GM will take care to<br />
ensure that the play doesn’t become disinteresting because the player<br />
embraces playing a character who is losing it.<br />
The GM has determined, before hand, that there is a psychologist at<br />
Samantha’s school who doesn’t “believe” in Unsanity—but recognizes<br />
it as a psychological phenomena (whereas most therapist simply think<br />
it is schizophrenia or drug-induced psychosis). That character will “get<br />
her out of jail” and will also begin a treatment program that will keep the<br />
game interesting. Eventually Samantha may drop out of school (and out<br />
of reality altogether) but the player can have the character be as freaked<br />
out as they want without having to worry about the cops locking them<br />
up.<br />
39<br />
Deeper Mysteries - Overview