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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

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