Premise: Travel to your client’s subconscious and deal with their dissonant cognitions; but be careful, the subconscious fights back, even using your own skeletons in the closet. Players: 3-5 Characters a name, gender, and two adjectives 1 thing you are good at 2 Relationships Player Roles 1 Id 1 Delver Everyone else Defense mechanism Structure Each player picks a role (rotate) Id sets dissonance (Troublesome memory) Each Defense Mechanism makes things worse by changing one aspect The delver describes how they try to fix dissonance and Id reacts (exchange) When delver presents a solution, roll and describe outcome Write down a reminder of this scene Rolling Did the delver do the right thing? (Table votes) All yes: 4D6 Yes and no: 3D6 All no: 2d6 Add 1 die if delver use the thing they are good at, delver rolls as many dice as they like. 16+: Success with cost, change a relation for the worse. 10-15: Delver triumphed, no consequences 9 or less: Delver failed End After 5 scenes, use the reminders to describe the final outcome/epilogue. Delvers who changed both relations end in tragedy. Tip Remember, it's a dream world, think surreal
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