role-play
In the group Core mechanic.
Idea from Dhruv Jani.
You speak and act as a character instead of as yourself, and decide what that character would do. Tabletop role-playing games and live-action role-play (LARP) are built on this.
In the group Core mechanic.
Idea from Dhruv Jani.
You speak and act as a character instead of as yourself, and decide what that character would do. Tabletop role-playing games and live-action role-play (LARP) are built on this.
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Players move around the board as characters, and each space asks them to act out what their character does there.
Players pick cards that add to their character, such as a skill, a secret or a belonging.
Characters bid for what they want, and players speak as their character while bidding.
Characters take risks, and players decide in character whether to press on or stop.
Characters claim places on the map and speak for why they hold them.
Each worker is sent as the character would send them, with a reason said aloud.
Characters build something together or apart, and say what each piece means to them.
The cards in hand are what the character knows or can do, and players choose when to reveal them in a scene.
Each trick is a contest between characters, and players say what their character does with each card.
Characters make deals with each other, speaking as they would.
Characters gather things that matter to their story, such as letters, keys or memories.
Each tile is a place the characters reach, and players act out what happens there.
Characters answer each other line by line, building a scene together.
Players act their characters without words, using gestures and moves only.
Characters can change the rules of their world, such as a king making a new law.
Characters act through physical feats, such as balancing a tower to cross a bridge.
Characters draw the places they travel to, so the map is their story.
Characters race to reach a place or a goal first, acting out the journey.
Characters earn points for actions in their story.
Characters are removed from the story one by one until one remains.
Characters work together to survive something, such as a storm or a siege.
Characters pursue one goal together, each in their own way.
Each character has a secret want that they pursue in scenes.
The game ends when the characters' story reaches its end.
Players act out characters with no winner, and stop when the story feels done.
Each player decides what their character wants and whether they got it.
Characters play until one of them falls, and the others carry on.
Characters' stories carry on from session to session, with no ending planned.
Characters face something they cannot beat, and the story is how they meet it.
Each player acts out their own character's story beside the others.
Characters clash with each other directly in scenes.
Characters affect each other through the world rather than by meeting.
All characters are on one side against the world.
Characters work together but each has a private reason that can pull them apart.
Two groups of characters face each other.
One character secretly works against the others.
Characters write letters to each other, in character, over weeks.
One character is played by nobody, and others speak of them or for them.
One player runs the world and plays everyone the characters meet, as in tabletop role-playing games.
Characters are played in a public place, and passers-by may join or watch.
Dice decide whether characters succeed, and players act out the result.
Dice decide, but characters can use what they know to soften a roll.
Players' choices decide most outcomes, with a little luck for surprise.
Outcomes come from what players choose and say, with no dice.
A thrown sign is read as an omen for the characters, and players act on it.
Players act together by sensing where the others are taking the scene.
Rolls on tables decide what characters meet, and players act out the result.
Every character's thoughts and goals are known to all.
Characters hold secrets in hand, revealed when the scene calls for it.
Some characters are not who they say they are.
Characters gather clues and work out a mystery together.
Characters lie to each other, and players decide whom to believe.
Characters learn the hidden laws of their world by breaking them.
One character knows the truth but can only hint at it.
Characters explore a hidden world, and each new place sets a new scene.
Characters live inside a model of a real system, such as a town's water supply.
Each player acts a real role, such as a farmer or an official, in a real situation.
Characters share one limited thing and argue in character about who takes what.
What characters do now comes back later in the story.
Characters live under a new rule, and players act out how it changes their lives.
After playing characters, players step out and talk about what happened and why.
What characters do changes the world permanently, for every later session.
Characters live a day in the story for each real day, so the game runs over weeks.
The rules for what characters can do say something about the world they live in.
What happens to a character can affect the player, such as feelings that carry into real life.
Characters earn points for things like kindness, and players notice when they chase points instead.
Characters live in a world that does not exist yet, and players try out how it feels.
Characters speak and act one after another, like scenes in a play.
Everyone acts in character at the same time, like a crowd scene.
Characters act and speak whenever they like, as in live role-play.
Characters have to act or speak before the time runs out.
Characters act slowly, with time to inhabit each moment.
Scenes speed up towards a climax.
role-play neither supports nor works against the feeling excited.
role-play neither supports nor works against the feeling clever.
role-play supports the feeling silly.
role-play neither supports nor works against the feeling tense.
role-play neither supports nor works against the feeling together.
role-play neither supports nor works against the feeling sneaky.
role-play neither supports nor works against the feeling lucky.
role-play neither supports nor works against the feeling in charge.
role-play neither supports nor works against the feeling surprised.
role-play neither supports nor works against the feeling thoughtful.
role-play works against the feeling fast.
role-play neither supports nor works against the feeling unfair in a fun way.
role-play neither supports nor works against the feeling careful.
role-play supports the feeling daring.
role-play neither supports nor works against the feeling friendly.