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  1.  # 1
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      CommentAuthorJosh Roby
    • CommentTimeApr 4th 2008
     # 2
    You mean you don't think 4th Ed would do that just fine?

    Seriously: what the fuck?!?
    • CommentAuthorRichD
    • CommentTimeApr 4th 2008
     # 3
    I think once you drop the tab of acid just about any game system should work.

    Though the main thought that struck me is that it should be a game of Breaking the Ice between the Cat and the Panda. Granted that would be one weird last date.
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      CommentAuthorNeko Ewen
    • CommentTimeApr 4th 2008
     # 4
    Funny thing is, I was already planning the next installment of "Role-Play This!" to be about Paul Robertson's animations.
    • CommentAuthorTulpa
    • CommentTimeApr 4th 2008
     # 5
    Reminds me of Cat Soup.

    Whatever is used to run Paul Robertson animations should also be used to run Cat Soup.

    Also, The Diary of Tortov Roddle
  2.  # 6
    Though the main thought that struck me is that it should be a game of Breaking the Ice between the Cat and the Panda. Granted that would be one weird last date.


    Not Breaking the Ice, but Shooting the Moon. Think about it.
  3.  # 7
    Puppetland?
  4.  # 8
    Primetime Adventures. Next.

    But seriously.

    The plot is pretty simple: the relationship of two friends is threatened by the arrival of a new person (who is bad). Shooting the Moon would probably work pretty well, as Jake says.

    That the Panda appears to have been possessed by a space creature (all along? recently?) suggests It Was a Mutual Decision (or, ha ha, Burning Empires).

    If you wanted to emphasize the aspect of one friend betraying another, and the journey/quest angle, you could try The Mountain Witch.

    The destruction of the space creature is a scene straight out of My Life With Master, although the rest of the story doesn't fit that very well.

    The overall tone of Robertson's animations might be well supported by something like octaNe or Teenagers From Outer Space.

    If you wanted to play up the lack of dialogue, the only choice is Primitive.
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      CommentAuthorJohnstone
    • CommentTimeApr 6th 2008
     # 9
    X = number of players.

    Each player draws X number of pictures. All pictures are redistributed randomly amongst players. Each player gets X number of pictures.

    Each player arranges his set of pictures into a narrative. He describes each picture as a scene, and invites other players to take on the roles of the characters. Other players can use one of their own pictures to influence the flow of a scene. Players can only use one of their pictures in this way during another player's turn - one picture per each other player, not per scene! The same picture can be used to influence the narratives of different players.

    You cannot be blocked from introducing your picture into another player's narrative. But how you determine who wins in narrative conflicts is up to you. Rock, paper, scissors, roll dice, give everybody some tokens, or draw cards. I dunno.

    If you only have a few players, X can = double the number of players (or triple! or more for extended epic-weirdness play!)


    That's all I got for now. Would that give you enough "system-generated" weirdness?

    I think it would reflect the nature of this thread - creating narratives out of "a sequence of weird images."
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      CommentAuthorJohnstone
    • CommentTimeApr 6th 2008 edited
     # 10
    Posted By: Filip LuszczykHmm, sounds like it could work. I've been thinking about somewhat similar techniques recently, though I'd rather use some symbolic words or phrases rather than actual pictures.


    No! It MUST be pictures!

    Pictures can totally be misinterpreted. Words, not so much.

    EDIT: Okay, new rule - I realize that some people feel self-conscious and bad when they have to draw something, and that sucks. So you don't have to DRAW the pictures, you just need to produce some pictures. Take photos on your cell phone, print out random jpgs from the intarwebs, photocopy some Albrecht Durer pictures or tear pages out of magazines - preferrably full pages, actually, so there's more there to build the scene out of. You can make collages if you want.

    Plus, you can make drawings of words, too.
    • CommentAuthorCallan S.
    • CommentTimeApr 7th 2008
     # 11
    Posted By: Filip LuszczykHow do I make it feel in a similar way and still have some sort of sense and be meaningful to the players involved?

    Well, you don't make it feel a certain way. The video didn't make you feel anything, as in reach physically into your brain and make you feel certain things. It showed you certain stuff and you decided to care about that. So a game about it would offer the choice to care - it wouldn't make it have that feel.

    The main problem I see is that most of those games could handle what seems to be going on in the animation, but in fact, it's all a sequence of weird images and that's all. No dialogue, no story as such, just a weird atmosphere and a rich pool of images waiting for interpretation.

    I'm surprised how completely you've erased the authors intent. As if all the images dragged themselves together somehow.

    At the same time I don't think you'd be interested at all if the author had no intent with this animation.

    I'm wondering if tabletop play would need to be the same. Some player (might be called GM) sets up a series of images with an intent, then the intent is completely ignored.
    • CommentAuthorCallan S.
    • CommentTimeApr 7th 2008
     # 12
    Well, it is relevant if you need someone at the table to create something with an intent in mind. Because they'll get pissed off at that intent being completely ignored (actual play accounts come to mind, along the lines of "Get back to the plot I wrote, guys!!!").

    There will need to be some sort of payoff for them. Some mechanical payoff, I think. I don't think everyone being happy is a payoff, since no one will associate their happyness with the GM's intent (as their all ignoring the intents existance). A martyr design where the game only works because of the GM intent but no one appreciates or even recognises the existance of that intent - I think that's designing a very rough game. Playable, but like a very rough drink at the very least.