Summerland Something else instead of Traumas

edited October 2009 in Play Advice
Hi I’m thinking of running Summerland and cant get my head around getting my mates to play a band of drifters stressed out with god knows what traumas they think up.
Keeping them together could end up in a blood bath, I could be seeing this a bit on the extreme side, but you don’t know my mates.

I haven’t given this much thought but how about they just struggle with the trauma of loosing their humanity like every one else when they go deep into the forest. Maybe the players are just a little more resistant to the call?
Am I missing the point of the game or do you think the same?

Regards Paul

Comments

  • Hi back again trying to get some help, I like Summerland but think its Trauma rules while great and well thought out are not going to work with the group I play with.
    So I thought to drop them completely for now.
    This does remove the characters ability to resist the call from the sea of leaves.
    So I was thinking of replacing it with something else? Self-aware or just Self
    My Plug in rules idea:

    Self-aware or just Self
    I think the Sea of leaves removes Humanities Quality of self-awareness. Reducing a persons awareness on a scale from:

    Self - Confused - Lost - Wild - Feral

    When Characters encounter the call from the Sea of Leaves the call level has to be determined depending on were they are.

    Level 0 Home among Friends
    Level 1 The edges of the sea of leaves
    Level 2 Within the forest on paths or it’s beginning in sight
    Level 3 Dense forest following markers no path
    Level 4 Dense forest unexplored leaving markers for return journey.
    Level 5 The Deeps. 5-30

    The level of the call is the number of dice rolled to determine its strength
    Level 3 = Three six sided dice a value of 3-18

    If a character sleeps within the forest. (Use the same mechanic used in the game for conflicts and distress)

    Depending on the distress level created by the difference between the level of the cal and the characters roll for self.
    If the character wins he sleeps soundly, but if the call overcomes the characters sense of Self determine the level of distress i.e. Cosmetic, Minor or Major (Page 47 Summerland book).

    Cosmetic Distress Confused –
    Minor Distress Lost -
    Major Distress Wild
    Feral –

    Feral has been purposefully left blank for if the wild character is not quickly bound or subdued he will become feral in the next scene.
    There is a werewolf theme here, which I think could be sprung on characters as they explore the depths of the Sea of Leaves.

    I want the characters to have no idea about this game only that they are average people possibly on a plane flight which when coming into land through the cloud base find the sea of leaves! The runway over grown.
    Any ideas or criticism much needed
    Regards Blods
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