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brainstorming & development / Colours In Conflict - Passionate Gods 15 Minutes In To The Post Apocalypse
« on: April 15, 2013, 08:12:17 AM »
Hey all! So this is a hack that I've been writing on and off roughly since I found Apocalypse World. The number of times I've scrapped all text and started anew I can no longer count. I figured at the very least I would stop hiding it in the bowels of my hard drive, even if it's in the particularly rough form it is now. Enjoy!
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Colours In Conflict
Colours In Conflict is a game about the end of the world. Not leading up to it, but what happens right after. Maybe you saw the end coming, maybe you didn't, but it doesn't matter. One way or another the mists of oblivion, aether, swept in and destroyed everything except small scraps now floating in a sea of nothing. There's hope though. You play beings of deific stature, passionate creatures of great power: Malari, or Painters. The now empty world is your canvas, and primal elements and emotions are your media. As you find Keys, remnants of what was, you can bring back what was or use the nascent power to create something new. That said, aether still encroaches and threatens to take away that which you work so hard to return to the world, and the light of truth that burns within you may be the only thing that can keep it back.
Inspired by games like Mystic Empyrean, Bastion, and Nobilis, as well as other works such as Homestuck, Dresden Codak, The Neverending Story, and the Malazan Book Of The Fallen series, Colours In Conflict brings powerful, epic scale stories of creation and destruction to your table. Using a system of draws – be they from a bag of coloured stones or chits, or a deck of cards – Colours In Conflict builds on the Apocalypse World and Mystic Empyrean systems to deliver moment to moment drama. Agenda and Principles put the power in all of the players' hands to make the world move, with individual players taking ownership of various realms and dangers. Now go out and paint a new world.
What You'll Need
At least one other person beyond yourself. Three or four is ideal. Fewer is fine, and more gets... interesting. No Game Master or Master Of Ceremonies here, though. We're all just folk.
Something to draw from. Coloured beads, wood chips drawn on with markers, paint swatches. Six colours (see below), at least three of each colour. Alternately, use playing cards (9, 10, J, Q, K, A).
Writing and drawing supplies. If you're a really crazy person, painting supplies too. Pens, pencils, and paper will all do fine.
Time. At least two hours in a go preferably. Three to four is ideal.
A schedule that permits repeat games. Once a week, every other week, once a month, or something alike.
Element Colours Cards
Fire Red 9
Air Blue 10
Water Green Jack
Stone Violet Queen
Light Yellow King
Aether Black Ace
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Colours In Conflict
Colours In Conflict is a game about the end of the world. Not leading up to it, but what happens right after. Maybe you saw the end coming, maybe you didn't, but it doesn't matter. One way or another the mists of oblivion, aether, swept in and destroyed everything except small scraps now floating in a sea of nothing. There's hope though. You play beings of deific stature, passionate creatures of great power: Malari, or Painters. The now empty world is your canvas, and primal elements and emotions are your media. As you find Keys, remnants of what was, you can bring back what was or use the nascent power to create something new. That said, aether still encroaches and threatens to take away that which you work so hard to return to the world, and the light of truth that burns within you may be the only thing that can keep it back.
Inspired by games like Mystic Empyrean, Bastion, and Nobilis, as well as other works such as Homestuck, Dresden Codak, The Neverending Story, and the Malazan Book Of The Fallen series, Colours In Conflict brings powerful, epic scale stories of creation and destruction to your table. Using a system of draws – be they from a bag of coloured stones or chits, or a deck of cards – Colours In Conflict builds on the Apocalypse World and Mystic Empyrean systems to deliver moment to moment drama. Agenda and Principles put the power in all of the players' hands to make the world move, with individual players taking ownership of various realms and dangers. Now go out and paint a new world.
What You'll Need
At least one other person beyond yourself. Three or four is ideal. Fewer is fine, and more gets... interesting. No Game Master or Master Of Ceremonies here, though. We're all just folk.
Something to draw from. Coloured beads, wood chips drawn on with markers, paint swatches. Six colours (see below), at least three of each colour. Alternately, use playing cards (9, 10, J, Q, K, A).
Writing and drawing supplies. If you're a really crazy person, painting supplies too. Pens, pencils, and paper will all do fine.
Time. At least two hours in a go preferably. Three to four is ideal.
A schedule that permits repeat games. Once a week, every other week, once a month, or something alike.
Element Colours Cards
Fire Red 9
Air Blue 10
Water Green Jack
Stone Violet Queen
Light Yellow King
Aether Black Ace