I’m working on a live action game (or maybe a theatrical experience?) that allows a single protagonist to move through a series of larp-y scenes and make, basically, a single difficult choice. Each of the scenes along the way has a dedicated player/performer at a specific point on the route. This means that if you pace protagonists out at five minute intervals, you can have fifteen protagonists (or, with their companions, 45 people) cycle through the experience in two hours. It looks like this:
We tried it at Camp Nerdly (@oh_theogony originated the role of the White Deer, because of course he did) and it went well and the potential was obvious. I was worried that it would be boring for the player/performers, or that making a single tough choice would not be interesting enough, but these things were not true.
So I’m really interrogating the notion that we need to build in unlimited choice in games, which is obviously not true, or even creating narrow worlds where choices are limited (which is much more my design wheelhouse). This thing offers almost no choices, and those few are reserved for only one participant, and it is really fun. You go on a little journey, it is bounded by fairy tale logic, and in the end you create this cool experience together.
So I’d love to talk more about choice, and the illusion of choice, and games on rails.