Over on the Game X taught me Y
thread, noclue said
Posted By: noclueDon't Rest Your Head taught me that surreal doesn't have to become farce.
Now this, a surreal game becoming farcical, was something that dogged me in my recent playtest of Solipsist (Pike Brother's Records
). Handed the power to change reality in any way (related to their obsessions) the players quickly made some pretty random and silly changes. Indeed the more they went the sillier it seemed to become.
Now this didn't stop the fun as far as I could see (at least I hope not), but it wasn't quite the atmosphere I had intended or expected. Noclue's comment seems to suggest that a well designed game can work around this in a way other than just better GM'ing (if my GM'ing was at fault) or better grasp of a shared theme around the table, so I am very interested in knowing *how* this is done, in Don't Rest your Head and elsewhere.
Is there something I can do in Solipsist to avoid this (if it needs avoiding)? Is this a matter of mechanical tuning or a mechanic I don't have?