Re: [Jeu] Le sphinx à deux têtes !
Publié : sam. avr. 26, 2025 2:11 pm
J'ai plein de trucs à proposer, mais j'arrive pas à gagner.
Forum avec de vrais morceaux de JDR dedans.
https://www.casusno.com/
The players will take turns setting scenes.
During each scene, the players will move the story forward by describing an action, conflict, or a dialogue that is taking place. When one scene ends, another will begin.
The Savior places all nine tokens in the circle labeled "Administration" on the Character Worksheet.
The Comtempt and Deception circles are empty at the start of the game.
OPPOSITION SCENES (Governor Only). An Opposition Scene must involve Colony politics or the lead-up to a threat against Colony stability.
Oppression Scene only set the stage for Kelly to take action. As soon as the Savior begins to narrate what Kelly is doing to solve a Colony problem, the Oppression Scene should end and a Progress Scene should begin.
D E C E P T I O N
As long as the Savior avoids Humiliation or Scandal, he may turn any failure into an apparent success through Deception. The Savior adds the points he would have generated if he hadn’t rolled a 1 to the Colony Health Marker under the column marked “Lies.” The Savior gains no points from the roll that actually included the 1
[Là, je retire un exemple du texte]
To complete the Deception, the Savior moves one token from Admiration to Deception. The players then narrate how Kelly deceives the people into believing that her plan succeeded even though it failed.
Mechanically, Lies are no different from Health Points. When the total Health plus Lies reaches 40 points, the Marker is still considered “stable” (at least publicly), and the Savior still moves a token from Contempt back to Admiration.
Note that the Savior may create a Deception even after rolling a 1 on the first roll of a Progress Scene. He does not generate any Lie Points, but does avoid additional Contempt.
E N D G A M E
After nine Progress Scenes, or a forced removal, Kelly’s tenure as consultant to the Colony ends. The players may define why Kelly is no longer wanted or needed, or they may leave the question open-ended.
The players do not narrate an extended epilogue. Instead, they each narrate a final vignette.
The Governor describes the state of the Colony at the end of Kelly’s run. The Governor should decide whether the Colony is failing or succeeding.
The Savior narrates a similar picture, but from Kelly’s point of view. The Savior should decide whether Kelly steps down as a respected leader or an unwanted bureaucrat.
O V E R V I E W
[Nom du jeu] began as a playground in space. It was created by a coalition of Earth governments that advertised the project as a multi-national utopia. They sent the best scientists in the world to create the basic infrastructure. When the scientists finished their job, the Coalition sent in businessmen and architects to construct a resort city under a great dome. The plan worked, and thousands of citizens signed up to emigrate. The truth about [Nom du jeu], however, is less than ideal.
[Nom du jeu] is dying, torn apart by environmental hazards, shoddy infrastructure, and social unrest. The Earth Coalition is keeping the Colony’s failures a secret, and has instead decided to hire an expert to turn the Colony around. You, Kelly Perkins, are that expert. Based on your many achievements on Earth, you have been selected to act as grand consultant to the Colony.
Upon arrival, the people of Mars greeted you as a savior. But now you fear that your abilities have waned. Perhaps you are overwhelmed or under-qualified; regardless, your shortcomings are still a secret. The people love you, you’re famous, you’re the Colony’s last great hope – and you are tasked with the impossible.