Difference between revisions of "Muse:Musette Playtest 1:Story Content"

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(Step 5: Tell the Story)
(Step 5: Tell the Story)
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:--'''Bob'''
 
:--'''Bob'''
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Around the same time, early morning, and not too far away...
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Georg cheers as his stolen anti-vehicle rounds explode amidst the column of Georgian vehicles. His men, hidden in the bushes on the side of the valley, pass the binoculars back and forth, grinning and slapping each other on the back.
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"We've got them surrounded," Georg says. "Time to go down there and ask them to stand down. Then, we deliver our ultimatum." He grins, and his men fall silent for a moment, then grin back, dirty faces shining with determination.
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"Pack up the Little One. If they don't meet our demands, be ready to launch her upon T'bilisi. Georgia will pay a high price for this, one way or another."
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''I'm supporting Yes for Georg, using a random card.''
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:--'''Paul'''
  
 
==Step 4: Determine Player Goals==
 
==Step 4: Determine Player Goals==

Revision as of 22:11, 10 November 2008

Step 5: Tell the Story

The story sheet is complete and available in the middle of the virtual table here: Muse:Musette Playtest 1:Story Outline Sheet. The Desire sheets have been created. Everybody draws an additional card. The changes are available here: Muse:Musette Playtest 1:Cards. Bob will start telling the story. Remember two important rules of thumb:

  1. Keep Narrations down to 1-2 paragraphs if you can
  2. People may interrupt on their turn, and this will basically allow them to go back and delete anything up to whichever point they wish in the previous narration.

It is dark, and the moon is in the sky. All is quiet in the vineyard until a column of armed men can be seen approaching. They walk with the march of soldiers. As the line of soldiers continues, the eye can't help but pierce the gloom and notice a strange detail. The local terrain is too difficult for tanks or even jeeps. This is why the soldiers walk. And yet, 3 of the soldiers struggle to drag a heavy wheeled cart. This cart contains 3 large cigar-shaped objects. Missiles, perhaps?

As the soldiers march onward, one of them approaches the leader and mutters a loud whisper, "Georg! The radio chatter... it sounds like the Russians have found us already and they've scrambled some helicopters!" Georg swears into the night. They only have a few kilometers left to go to reach shelter from eyes in the sky. And now the time for stealth is already past. For in the distance he can hear the sounds of helicopters chopping the air with their rotors.

I support No for Georg using a random card.

--Bob


Not too far away, standing in the cold night amidst grapevines heavily laden with fruit, a young woman shivers and wraps her arms around herself. Though she appears to be staring out into the darkness, Maria is actually probing the night with other senses, listening for sounds of men approaching, sniffing the wind to recognize the smell of kerosene or unwashed boots--she has been blind since birth. In the night breeze she strains to keep her teeth for chattering, not only from the cold, but also from worry, for the events of the last week seem to be moving closer and closer to her peaceful valley.

She has not chosen this particular farmstead arbitrarily--she knows that Georg will come by this road, and hopes to greet him with some hot milk and a bowl of freshly picked grapes. He should be here any minute, she thinks. I must convince him to stay, to lie low, while war and destruction erupts around us in the dark.

I'm supporting Yes for Maria, using a card from my hand.

--Paul


Quick, Georg, think! Georg thinks to himself. How do we get out of this alive? Georg collects himself mentally and turns to his lieutenant, "Tell the men to scatter. We will reassemble in 3 days on the usual channel. The package will come with me." The lieutenant nods and relays the order to the men, who double-time it in all directions. Luckily for Georg, he just remembered that an old flame of his lives in this valley. Quite nearby, in fact, if memory serves. The men lugging the missiles arrive next to Georg. "Where do we go now, sir?" one of the men asks. "Follow me! It's time for a drink with an old girlfriend of mine..." Georg replies. The two soldiers give each other a confused look and then quickly follow their captain.

I'm supporting Yes for Maria, using a random card.

--Jonathan


Surrounded by the hum of machinery, Yuriy rides in the Tactical Command unit of an armoured assault vehicle provided by American funds. Displays flicker around him, showing troop movements, radar scans, and the widening field of his command. The atmosphere is tense; Yuriy rides in silence, meditating, gathering his thoughts for the frantic moments that could ensue at any moment. His second-in-command, Bukhuti, normally a calm and controlled man, obliviously chews on his fingernails, the gentle chomping sound in stark contrast to the hum, whirr, and ping of the machinery around them.

The coming minutes, hours, or days--who could know?--threaten terrible, vicious fighting, brother against brother. Yuriy hates the prospect with every fiber of his being. Sitting here in this American vehicle, riding in stealth to carry out an attack on a people he shares family ties stretching back for centuries, he feels more like a traitor than a saviour. However, Yuriy has no choice: his daughter, Maria, is somewhere nearby. Against his tactical and strategic instincts, against his years of training and experience, Yuriy has decided to begin the attack in this area of Abkhazia. It is not a tactically sound choice, and it pains him that his men trust him too much to question it. But he does not feel that there is a choice in his heart: he must find Maria. His best efforts to do so have brought him nothing; but she cannot have left the immediate area of operations. Yuriy will find her.

I'm supporting Yes for Yuriy, using a random card.

--Terry


Maria is awoken in the middle of the night by a knock at her door. She gets up groggily, and puts out a hand to keep herself from falling. She must have fallen asleep while waiting for Georg again--that's three nights in a row. Or is it four? She rushes down the steps of her small farmstead and opens the door. The visitor speaks, "Hello, Maria, I need your help." It's Georg! she thinks, as her heart swells with emotion. She hadn't been sure if he'd accept her invitation, but it looks like her wait hasn't been in vain. Perhaps she can still stop this madness, this mutual genocide.

But soon her happiness turns to sorrow as her heart drops into the soles of her bare feet. There are others with Georg. "What's going on?" she asks. "What do you think?" Georg responds, "the Georgians are after us and now my men--my... friends--and I need to hide." Maria feels a cold chill go down her spine, confirming her earlier subconscious realization, things are already farther along than I had feared, she thinks--but there's still hope. "Come in Georg. Your... friends... are welcome too, so long as they can keep their guns to themselves."

I'm supporting No for Maria, using a random card.

--Bob


Bukhuti glances over at Yuriy. The General is sitting, seemingly calm, relaxed, yet his eyes betray some inner turmoil. I've followed this man for years, thinks Bukhuti. He's never let us down, his tactics, his decisions, impeccable, even in the heat of battle. But, now, why is he taking us here?

And that is when it all becomes clear to Bukhuti: his trusted leader, the brilliant General, has been bought out. The Americans have gotten to him. Or someone has. It's the only possible explanation. Bukhuti realizes he's been chewing on his nails. Shit!

With his left hand, he checks the pistol strapped to the inside of his boot. Ah, but what will that do? More likely, I'll have to call in some favours from years back, from my old Russian friends. My former cell-mates. Bukhuti shudders at the thought, a tremor running through his body he finds it hard to imagine Yuriy could have missed. Yet, still, the General looks straight ahead, seemingly trapped in his own thoughts.

I'm supporting No for Yuriy, using a random card.

--Paul


The door closes, and Georg lets out a shaky breath. That was a close one. He comes out of hiding and greets Maria, "Thank you... for what you did. You didn't have to protect us like that." Maria scoffs, "What? Some dog of a Georgian soldier knocks at my door at the crack of dawn and asks me if I've seen any strange men about, and you expect me to help him?" She smiles lazily. "I want a peaceful resolution to all this... but that doesn't mean I'm any friend of Georgia's."

Georg turns to look at his men. Typical of soldiers, now that the danger is gone they've dozed off again instantly. With Maria's help, the three of them together had taken the time to hide the missiles in the cellar last night--good enough to beat a casual inspection. Looking at his men, Georg has second thoughts about his plan for the first time since he hatched it. Stealing the nukes was easy--too easy. But is he willing to use them? Even against Georgia? And will his gamble cost him his men's lives? Or his own? Or Maria's?

I'm supporting Yes for Maria, using a random card.

--Jonathan


The full moon, a white beacon of stunning brightness, hovers in the sky, casting its spotlight glare over rolling hills, grasslands, and canyons. On a sandy ridge, exposed for a moment by that mystical light, a lone figures staggers through low, dry grasses and thorns. The man is unarmed, limping, his shirt soaked with blood. He has escaped death--for now--but if he is to stay alive, he knows he must keep moving.

Rushing across the ridge, his feet sliding frantically through the sand, he stumbles forward at a half run. He can hear the beat of Georgian 'copters not far away, streaking through the night, and some distant gunfire, explosions. Soon, they will be here. Below him, a darkened valley looms. The air hitting his nostrils is moist, soft, for the first time since he left his home two months ago. For a moment, he imagines he can smell wine.

At the very least, there are no sounds of war here. He needs to find some agent of resistance, some brave souls, if any be left, for he carries an important secret. Only an hour or so away, his unit lies decimated, bodies burnt, cars reduced to twisted metal, by a surprise attack. But he can do something yet, if he makes it through the night. Not far away, a series of caverns holds a cell of Russian soldiers turned terrorists, pirates. They are hungry, both for food and for blood. Maybe he can find some way to reach them, o organize some resistance to this surprise attack.

Below, a single light beckons. Stumbling through a vineyard, the man heads for this beacon.

I'm supporting Yes for Georg, using a random card.

--Terry


As the last tank round finds its home in the apartment building, the structure gives a shudder and half-crumbles to the ground. That's the last target, Bukhuti tells himself, finally. As a soldier, he's always found targeting civilians to be distasteful. This atrocity is the worst he's ever personally been involved in. Tanks shelling apartment building basements. Ambushes laid to blow up fleeing cars. By his count, he's murdered over a dozen civilians himself today.

Later that night, Bukhuti paces back and forth in his tent for close to an hour. His face is a roadmap of the conflict in his heart: what to do? Continue with this obvious madness, or help put a stop to it. What is Yuriy thinking? With or without American backing, these war crimes are not going to go unnoticed. Bukhuti finally makes his decision, and makes a call to his old russian cellmate Pyotr. Pyotr is ex-KGB and has some good connections. He can stir up the hornet's nest at the Kremlin with all due haste, and put a quick stop to this madness--and hopefully foil whoever Yuriy is working for at the same time.

I'm supporting No for Yuriy, using a random card.

--Bob


Even as Bukhuti makes his phone call, a group of soldiers stand outside, smoking American cigarettes. Dust collects on their uniforms: dust from crumbling buildings, homes destroyed, perhaps even ashes from the former inhabitants of those homes.

They are waiting, happy to have a brief rest, but confused as to why they're waiting here, out in the street, outside the town's mail office.

"The General's been in there for almost an hour."

"Aye. Must be checking his mail!" Awkward laughter.

"You think his wife sent 'im a pair of her panties?"

"Shut up, asshole. Gorya here is a known snitch--aren't you, Gorya?--and he's gonna take that straight to the General!"

The soldiers continue their chatter for a few more minutes. Inside, Yuriy sits at a desk, sorting through envelopes until he finds the one he was looking for. It's his own letter, to Maria, sent a week ago. It didn't get any further that this town, it seems, but someone's scribbled a different address on the envelope. It sounds like a farm, or an orchard, or something, not too far away. Yuriy has the local geography pretty much memorized: there's a steep cliff, riddled with caves, to the North, and then a deep valley. That's where this place would have to be, thinks Yuriy. Well, not much longer now. I'm coming, Maria.

I'm supporting Yes for Yuriy, using a card from my hand.

--Paul


As Yuriy's armored column advances into the valley, Bukhuti can't help but feel a bit of unease. This is a perfect ambush point... the General must know that... right? Or am I just being paranoid? No sooner than the thought passes through his head, Bukhuti hears--and feels--a sharp explosion as the vehicle ahead of him blows to pieces. Oh shit! But that can't be Pyotr's work, this is too soon! A look through the window confirms it--bandits. Well-armed bandits. Bukhuti doesn't have much longer to worry about this new development, as his vehicle is next on the chopping block.

Meanwhile, Yuriy is furiously screaming orders to his men. With two vehicles down and his first in command dead, this battle is not starting off on the right foot. Where in the hells did bandits get their hands on anti-armour weapons?

Meanwhile, an aide is in a meeting at the Kremlin. "Are you sure the source is credible?" asks the President. "Y-yes sir, Pyotr is one of our better agents, 83% accuracy." This combined with the other evidence, leads the president's thoughts to an inescapable conclusion. The president turns to his generals and distinguished cabinet members, and speaks, "Comrades, the Americans have gone too far this time. We are now at war with Georgia. Make Mother Russia proud!"

I'm supporting No for Yuriy, using a card from my hand.

--Jonathan


Georg stands on the doorstep of Maria's cottage, bandolier over his shoulder, an antique hunting rifle in his hand.

"Georg! Wait! The sun isn't even up yet!" Maria rushes down the stairs, moving perilously quickly, one hand on the banister, her skin picking up splinters from the uneven wood.

Georg turns around to face her, his face stern. Maria reaches the bottom of the stairs, her hands reaching out to grasp nothing but air, until she finds him.

"I've got millet I can boil, and fresh eggs..."

As her hands alight on the bandolier, she freezes, drawing her hand back as though it was burnt.

"Georg..." Her voice catches a little, pained. "No... Don't do this, my love. Please, I beg you. There is no need. The Russians will come, they're bound to, and you can't stop all this alone... no, please!" She sobs, her hands finding Georg's waist and pulling him towards her. "You don't need to do this. You can hide here, with me, it'll be safe..."

"You'd never understand. I have to do this, Maria." Georg pushes her back, gently, takes a step outside the doorjamb, glancing at his men, waiting outside.

"No! You can't... Georg, my father is leading those men. This isn't some boys' game... Aaah!"

Georg's face twists in anger. His right hand flies up suddenly, slapping Maria hard across the face. She falls to the floor, her shoulder slamming into the bannister, and gropes wildly for support, tears streaming from her eyes.

Georg slams the door and rushes out. His hands stings, more than he expected. Yuriy? Oh, damn. Shit. Goddamn it!

"What are you staring at, you louts! Let's move!"

I'm supporting No for Maria, using a random card.

--Terry


Awareness comes back slowly to Maria. How long has she been asleep? Or was it unconsciousness? What woke her up? She brings a hand to her face and feels how tender it is, and then her memory of Georg striking her returns with full force. It's almost as if she can feel the slap all over again, except this time the pain sends a dull ache through her heart as well as her face.

What was it that woke her up again? Oh... the cold. But the birds singing and the breeze blowing in through the door indicate that it's broad daylight outside, and the door is open. She realizes that she's still lying down next to the open door, with her nightgown gaping half open for the world to see. What's that smell? The darkness that's covering her... it's a shadow!

"Well hello there, love!" says a male stranger's voice, "what do we have here? A beautiful flower for me to pluck..." With a growing sense of horror, Maria can hear the laughter of several other men behind this one.

I'm supporting No for Yuriy (since there might not be much of his daughter left for him to save), using a random card.

--Bob


Around the same time, early morning, and not too far away...

Georg cheers as his stolen anti-vehicle rounds explode amidst the column of Georgian vehicles. His men, hidden in the bushes on the side of the valley, pass the binoculars back and forth, grinning and slapping each other on the back.

"We've got them surrounded," Georg says. "Time to go down there and ask them to stand down. Then, we deliver our ultimatum." He grins, and his men fall silent for a moment, then grin back, dirty faces shining with determination.

"Pack up the Little One. If they don't meet our demands, be ready to launch her upon T'bilisi. Georgia will pay a high price for this, one way or another."

I'm supporting Yes for Georg, using a random card.

--Paul

Step 4: Determine Player Goals

Paul, if it's ok with you, I can just randomly determine goals for everyone. I'll email you the results and we can keep them offline so as not to ruin the game. Does that sound good? Or do you have an alternate suggestion?

--Jonathan


Yeah, sounds good! We won't be able to make it a fully competitive game, anyway, since we can see each other's hands, and the "hidden" cards in the Desires (unless you have an idea for handling this, like some kind of code and key system--we could have a Gmail conversation, for instance, and both not promise to look at it, for each Desire, where we record which card we "hid").

Just make sure you follow something like the actual procedure, as opposed to just assigning goals randomly, which could turn into everyone having the same goal for a particular desire or something similar.

Since I made the last nomination, Bob will take the first turn! Remember to give everyone one more card, if you haven't already. :)

--Paul


Ok, random goals have been assigned using the correct procedure, and sent by email. For Desires sheets, your idea is very intriguing, let's give it a try (although it's probably better to just send the info in an email rather than instant messenger).

--Jonathan


Jon, yeah, that's what I meant: "conversation" is what Gmail calls a bunch of e-mails all with the same subject. I've done it already. :)

Paul

Step 3: Filling Out the Story Outline Sheet

The Story Outline Sheet has been filled out here: Muse:Musette Playtest 1:Story Outline Sheet


Step 2: Generate the Story Outline

We decided on 3 players

Brainstorming for story elements: Muse:Musette_Playtest_1:Brainstorm_Sheet


Step 1: Decide on Genre and Tone

How about a film noir spy story set in modern Georgia?

--Jonathan

OK. I don't know much about Georgia, though. Is a vague fictionalized Georgia OK?

Also, "film noir" and "spy film/story" are two very different things to me. Can you give a two or three-sentence kind of "snapshot" of what the genre you're envisioning is like? And you can go right ahead into the next step after that.

--Paul

To me film noir evokes the movie Casablanca--it's black & white, has lots of close-ups, it's crime drama, people smoke, it's set in or around the Great Depression era, it features moral ambiguity and sexual motivation. Try reading the plot of Casablanca for a little bit of inspiration: [[1]]

A spy story involves governments or other organizations (e.g. multinational corporations) spying on each other using agents, satellites, by intercepting communications, etc. It could be low-key (no crazy gadgets) or over-the-top or some mix of both.

Hence a film noir spy story would be a black & white story of smokers, with close-ups and moral ambiguity, incolving organizations spying on each other. I just picked Georgia because it's become a battleground between super-powers (the US and Russia). I don't know if this is the real story, but from what I've heard it seems that Georgia was encouraged by the US (probably with money and/or military equipment and/or the promise of political aid) to raid its independant pro-Russian provinces. The US wanted to test Russia's strength, while Georgia wanted its provinces back. Russia responded very decisively by crushing Georgia's military and showing without doubt that it could have taken over Georgia if it had wanted to. The US was not able to intervene directly because that would reveal its involvement in the affair. There's a lot of room here for spy stories of various kinds (heck, you could probably have a whole campaign).

Note: I know next to nothing about Georgia, so a vague fictionalized Georgia is fine with me!

Does that sound fine for you? If this seems too politically charged or kind of hard for you to get into, please feel free to suggest other options. This is really just the first thing I thought about... Anyway, I've added some brainstormed story elements in Muse:Musette Playtest 1:Brainstorm Sheet

--Jonathan

Although I'm having trouble seeing how a film noir can fit in a middle Asian setting like this. But let's just do it! (Hmmm, maybe I need to watch Casablanca again...)

--Paul