Newsgroups: rec.arts.int-fiction
From: james@wonder.demon.co.uk (James Wallis)
Path: gmd.de!xlink.net!howland.reston.ans.net!pipex!demon!wonder.demon.co.uk!james
Subject: Re: Internal Conflict & Alternate Characters for Player
References: <020629DNVABNLOWRNBQX@castlebbs.com> <whittenCnuoG7.Jnq@netcom.com> <2o022n$fsf@news.u.washington.edu> <whittenCnwuso.3LK@netcom.com> <2o251n$sl8@agate.berkeley.edu>
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Date: Fri, 8 Apr 1994 01:08:37 +0000
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In article <2o251n$sl8@agate.berkeley.edu> whizzard@uclink.berkeley.edu (Gerry Kevin Wilson) writes:
> Re: allowing play of every character mentioned in game.
> 
> I've been pondering an idea recently somewhat similar, but with a twist.
> Instead of centering the game around a person, center it around an 
> object.  The player controls whoever possesses the item.  Specifically, 
> _Cleopatra's Guide to Cosmetics_, which has a curse of bad luck on it.  
> Various characters get the book, but inevitably lose it in some manner or 
> another as the book tries to return to its resting place.  Thus,
> >give book to boy
> would switch viewpoints.  Well?  Sound interesting?

The recent movie "Ten Bucks" (umm... might be "Twenty Bucks";
about six months since I saw it) does this sort of thing
extremely well, and may well give you some useful ideas on how
the idea can be implemented as a game narrative.

--
James Wallis
Publisher of INTER*ACTION: The Journal of Role-Playing
and Storytelling Systems  (journal@wonder.demon.co.uk)
