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    • CommentAuthoremilycare
    • CommentTimeAug 18th 2009
     
    At GenCon, Frederik Berg Ostergard and Tobias Wrigstad ran a game they'd been working on. Myself, Paula Dempsey, Danielle Lewon and James Brown played. We used the living room at the delightful bed and breakfast that the jeeps were staying at. Candles lit, night outside.

    The game runs with two stories going in parallel. One married couple in the 50s, one young perhaps soon to be married couple in the 80s. Scenes alternate between the two time lines for the first half of the game. The couple in the past have a bitter argument that goes ugly then violent, and which ends in murder. Then, that couple moves into the frame of the later couple, and influence the younger pair via whispered thoughts (bird-in-ear) and possession (swapping out one player for another).

    I played the woman in the younger couple. Danielle played the murdered woman from the 50s. She spent the evening trying to convince me I couldn't trust James' character, and jumping in to "protect me", locking him out of the room, telling him the relationship was over. Meanwhile, Paula injected murderous, jealous rage into James. Insinuating first, then threatening me with a gun, choking.

    Tobias and Frederik whispered suggestions to Paula and Danielle, helping move the story from our innocent romantic trip, to fear and betrayal. The gun was introduced. Why did James' character bring it? When Paula played that character I knew I could feel my heart beat faster, since I knew I was in danger. Relaxing a bit, when James came back in to play him. Late in the game, when James adopted the murderous rage, I ran and ran, with this train of whispering, threatening figures behind me. Blocked from escape. Facing death.

    We were saved though. Accepting the feelings of the ghosts, we relived their struggle again. And acknowledging it allowed release. I ended the game quite literally sobbing.

    It was so great. :)
  1.  
    Thanks for the kinds words, Emily. It *was* a great game, and actually surprised us, how well it worked.

    I remember saying to Tobias that I have never seen the bird in ear technique work as good as in this game. Even though it is a meta technique, it blends in with actual play as an element of actual play. Also I liked the different layers of the story, and the fact that both stories so nicely mirrors each other.

    It is very possible that we'll have an almost finished version of the game ready for Dreamation (and the final one for Fastaval in DK)

    This is btw the first jeepform game in ages where we have both a gun, a murder and ghosts. Its all going downhill from here ;-)

    /Frederik
    • CommentAuthoremilycare
    • CommentTimeAug 20th 2009
     
    Ha! I knew we could corrupt you. ;) Please do bring it to Dreamation. I think this game has some serious legs.
    • CommentAuthoremilycare
    • CommentTimeAug 20th 2009
     
    And, pictures?
    • CommentAuthorgreatwolf
    • CommentTimeAug 21st 2009
     
    Ooh, neat! Would this be available somewhere for me to look at?

    Seth
    • CommentAuthoremilycare
    • CommentTimeAug 21st 2009
     
    I think they are working on that, Seth. And the game is really different, but I can't help but think of Mara. is there something about ghosts that makes them suited for jeep? :)
  2.  
    Hey,
    This game looks amazing. Most compelling (from a reading-the-synopsis) jeepform I've yet heard of.

    I see two techniques that I've not really heard of yet:
    allowing players to use bird-in-ear. I have heard of the GM using bird-in-ear, especially to drive the story in a certain direction. But I have not ever heard of a player (as a character) using bird-in-ear to another player. Is this something that is done often, or is Ghosts special in this regard? Also, to clarify the technique: did the young couple interpret the birds-in-ear as the older couple (ie, a ghost) or as their own internal monologue (ie, their subconscious)?
    possession. I haven't heard of the possession trick yet. Are there other jeepform games that use possession? (I see this as going past simple breakdown of role monogamy, because it's a very intentional, immediate and momentary "take over". Did you see it the same way?) how true-to-form did the possessor play the character? Did they feel obligated to play the character "as demonstrated" by the other player?
  3.  
    Hi Joe,

    Concerning the allowing players to use bird-in-ear it isn't just standard. I guess it conflicts with the age old adage that the game master has all authority over the game/story, but in this case, what the players are doing is within the fiction. If the act according to the fictional space that we set up for them, they know just as well as the GM what to do. Look at it as if it was the characters(as opposed to the players) doing the birding. This answers your second question I think. And it should be possible to interpret the ghosts as either really there or really not.

    As far as I know, Possession as a way of fictionalizing the breakdown of character monogamy is a first. In the traditional character switching (ala The Upgrade) we filter out the change in face; pretend its the same. However, in the Ghosts case, the player and character knows something is different (and threatening) so the filter breaks down. This is where the scary part comes into play. In horror you are the one who is scared. It is also a great way of signifying a mental change in characters, and fits snugly into the fiction.

    When the possessor played the possessee there was a difference in playing style. I mean the ghosts are killers, not lovers.

    I hope this makes sense.
  4.  
    Posted By: FrederikBergThis is where the scary part comes into play. In horroryouare the one who is scared. It is also a great way of signifying a mental change in characters, and fits snugly into the fiction.


    I see you putting techniques (bird-in-ear, role swapping) into the hands of the fictional characters (essentially), and both you and Emily mentioned the fear of the young couple's players when they had to give up their character.

    Was one of the main goals of the scenario to explore bleed?
  5.  
    Was one of the main goals of the scenario to explorebleed?

    Well, not as such. However, bleed and horror go hand in hand, so it is difficult not to have it, and in some cases it is the main attraction. I mean, back in the old days of freeforming, we did some crazy shit.

    But how do you define horror? Lets compare notes.
    • CommentAuthoremilycare
    • CommentTimeAug 31st 2009
     
    The switching control of the characters changed the flow of the plot, and shaped the emotional experience strongly. It really upped the horror for me.
    • CommentAuthoremilycare
    • CommentTimeSep 16th 2009
     
    Any word on a draft you guys? I've had people ask me about it.
    • CommentAuthorblankshield
    • CommentTimeSep 22nd 2009 edited
     
    Posted By: emilycareThe switching control of the characters changed the flow of the plot, and shaped the emotional experience strongly. It really upped the horror for me.


    Yes, this.

    It was very powerful to find myself being the tool of horror.
  6.  
    Posted By: emilycareAny word on a draft you guys? I've had people ask me about it.


    We just submitted the synopsis to Fastaval. We were both very happy about it. It is essentially playable from the synopsis, but give us another month to make is really crisp. Those that are interested can email me or Frederik (tobias or frederik AT jeepen.org) for a copy of the synopsis. We plan to have a first draft ready in November.
    • CommentAuthoremilycare
    • CommentTimeOct 8th 2009
     
    Ah, wonderful. Please put me on your list.