That was easy, wasn't it? Now come the obnoxious
stipulations, clarifications, and hints that actually make the
clever one-rule game work.
I. Don't be a dick. You think this rule could go unstated in
every collaborative game ever, but it especially applies to a game
like
Worldbreaker. A spoilsport could ruin a burgeoningly
brilliant setting with a few lame toss-ins. Don't let them. Revoke
their statements, kick them out, whatever it takes. But ...
II. Let the fruit mix up. Just because you think the setting is
a bushel of apples, don't get all huffity-puffity when someone lobs
in a handful of pomegranates. Most of the fun of
Worldbreaker
is from seeing the way people will take your ideas and twist them
almost--
but not quite--beyond recognition. Let them. In fact,
encourage it.
IIb. Mix it up yourself. Find that sweet spot where you make
everyone pull a Keanu without making them want to throw things at you.
Blow their mind ... and give them sparks to blow your own. This is all
about creativity. Don't be bound by silly constraints, unless they're
explicit in the setting. Remember, if it isn't specified, it isn't
specified.
III. Let it go, baby. Yes, your idea is clever. Yes, that
continent-towing spaceship would
rock looking like a giant black
nautilus shell encrusted with glimmering diamonds, manned by a crew of
66,666 demons who are specially engineered for Pure Evil Satisfaction.
Let it go, baby. Stop when your description hits an "and," whether
literal or not. Let the other players flesh it out. They may take it
in completely novel (and brilliant) directions, if you just let them.
And maybe they'll give you a chance to do the same. (See
II,
above.)
IV. Know when to fold 'em. You should be able to tell when the
setting is wrapping up; contributions get more specific and less sweeping,
the "setting" creeps closer and closer to "plot." Don't be shy; call
something like "three rounds left!," which gives people enough time to
wrap up things, perhaps mix in some more tangelos or persimmons or whatever
the hell, and still have plenty to explore on your own.
V. Have fun! This shouldn't have to be explicit, but some people
turn even something creative like this into some sort of endurance race,
straining to the point where it becomes work. Don't do that. If you
can't come up with something clever, take the easy road. It often leads
somewhere quite unexpected despite its ease. This isn't being graded,
except for in the court of your own imagination.
If you play
Worldbreaker, I'd totally dig the transcripts. Please
send 'em along to my name at this domain (without the www, if you have
that there for some reason.) And let me know if you're okay with posting
'em here.
For some examples of
Worldbreaker sessions, check out
this little site.
Back to the
creative game rules index.