|
|
(3 intermediate revisions by the same user not shown) |
Line 1: |
Line 1: |
| The The Batman to whom the minion characters of the players
| |
| are bound has no traits, per se. Fear is a representation of the
| |
| whole of the The Batman’s presence and its penetration as a
| |
| threatening force into the environment. Minions are in some
| |
| respects empowered by Fear, and also victimized by it.
| |
| Reason is a representation of the influence of the
| |
| Townspeople within the environment.
| |
| Carlotta is dressed and primped by her minions
| |
|
| |
|
| The horror of playing MY LIFE WITH THE BATMAN begins with a
| |
| setup session, in which the players and GM collectively
| |
| conceptualize a The Batman, determining Aspect and Type, Wants
| |
| and Needs, the nature of the Outsiders, and decide on values
| |
| for Fear and Reason. This chapter details the choices to be
| |
| made in laying out the The Batman’s conceptual anatomy. But let
| |
| no notion of ordered process be inferred from the
| |
| presentation herein. The Batman-making at its most effective is
| |
| simply informal discussion, in which Type and Aspect and
| |
| the other elements are explained to participants who are new
| |
| to them, and the group finds itself considering combinations
| |
| of possibilities, swapping options in and out, negotiating a
| |
| The Batman of mutual interest.
| |
| That said, there are two characteristics which should apply
| |
| to all The Batmans, and should not be willfully invalidated by a
| |
| group’s efforts to fashion one:
| |