Arquivo | English RSS feed for this section

Scenario

25 nov
At first, the goal is to have a simple scenario, totally open to customization, thenguidelines will be given, but there is much room for change.The human race was devastated (perhaps with some groups of survivors), the world isdifferent (depending on some variables that the master choose) but the characters do not know anything about that. They wake up in a fortified site in giant glass tubes, surrounded by wires and equipment They do not know this, but they are the result of a survey which aimed at creating perfect soldiers, super strong, super fast on the threshold of human development, but something went wrong and they are now awaken, alone, without knowing what they are, or even where they are .But they are not completely in the dark, confused memories appear in their minds. Duringits creation, a process was used to implant memories, in order that they are alreadytrained and able , but the process was not completed and, besides not having received allmemories, access to them is lost.

After the initial confusion, the soldiers organize themselves into groups and decide to explore the world around them, and that’s where our game begins, this quest for knowledge, the unknown, to understand what actually happened to the world by learning ,to reach their true potential.

Overview

24 nov
Tabula Rasa is a game about learning and ignorance. About dealing with the unknown,and learn about themselves and the world around them. Focused on the development ofcharacters, players will face a challenge of interpretation and insight into the mind of their characters.

The scenario is the future, an apocalypse happened and the characters wake up in this world destroyed, without knowledge of what is, or what happened to the world, in fact, they don’t even know any details about themselves or the world. It is this ignorance that players will deal with, guiding his characters in a continuous search for knowledge.

The system will be unique (with some inspiration from some things around) and based only on markers (no dice), focused on knowledge of the characters, is actually a learning system, where players must decide whether their characters are more likely to act impulsively or analyze and think on the experiences around you?

This is an overview of the game only, I will make posts containing more specific details about every aspect of the game.