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Inception the Roleplaying Game

ZonugalZonugal (He/Him) The Holiday ArmadilloI'm Santa's representative for all the southern states. And Mexico!Registered User, Transition Team regular
edited October 2010 in Critical Failures
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"We have to go deeper."

Inception the Roleplaying Game is a template-style system created to be applied to any pre-existing roleplaying system which handles a modern setting. Inception the Roleplaying Game itself is a free-form system, using only guidelines as means to allow further adaption when used in conjunction with other systems.

Inception the Roleplaying Game, based off the film by Christopher Nolan, is a heist-themed game of metaphysical conundrums and subconscious challenges. It is a difficult game to run so novice game masters should be wary of running such a game as they may become overwhelmed with the level of difficulty involved. Disclaimer aside, Inception the Roleplaying Game is a highly complex game which allows a rare treat of the game master to be a player and the players to be game masters in their own respects. Traditional roleplaying responsibilities are morphed and transformed during play.

The Set-Up
“You're asking me for Inception. I hope you do understand the gravity of that request.”

Inception is a one-shot roleplaying game. To stretch out the experience beyond a single experience is to immediately destroy it, so when one considers to set-up a game of Inception ample time should be provided. Inception requires no resources besides some scraps of paper but further supplemental resources will be discussed to make the experience more enjoyable.

The first order of business is the game master settling on a specific idea that is to be planted by the players via Inception. For first-time players basic emotional concepts (“Hate your brother,” “Love this woman,” “Be afraid of this item.”) are recommended but more complicated ideas (“Move your business to the coast,” “Move to Germany,” “Your brother-in-law to be isn’t right for your sister.”) can offer up a new variety of challenges to players with a bit more experience.

Following that you need to construct characters to populate the story with, primarily the instigator and the mark. The instigator needs to be able to pitch the idea and explain its importance as well as their motivation regarding such a task (a possible variant is having a player be the instigator, acting off your initial idea, and than transform into the role of the tourist). The mark on the other hand needs to have a complete back-story constructed by the game master, who will after all be playing said character during the game. After those two characters are created a plethora of additional entities may be developed in consideration with the story. Such supplemental characters may be:
The Confidante: Either a best friend, mentor or relative who happens to be very important to the Mark. This individual is usually portrayed by the forger during the game as they happen to be the one the Mark trusts most.
Relatives: Any emotional strings pulled will tie back to one’s relatives so it wise to plan accordingly.
The Shade: A mysterious character who plagues the players (perhaps one specifically), this can act as your ‘wild card’ during the game. When constructing the shade work with a player to develop a back-story/motivation for such an entity (it need not be an actual person, but possibly an idea personified).

No matter how many supplemental characters are created a physical dossier (one for each player) should be made in addition containing a back-story including answers to questions the players may have pertaining to such individual.

With that said all that is left is managing the time aspect. While the film plays with a something around a ten multiplier for each additional level, this is almost impossible to maintain during a game. Instead an hour system will be employed creating a deadline effect as well as allowing a system of kicks to be accurately maintained. In a standard game operating with three levels the time ratio should be: thirty minutes for the first level, an hour for the second level and an hour & a half for the third level. Having three to four stop watches is highly recommended as is labeling and decorating them so to alert the players of their deadlines. It is of the gravest importance that when shifting from the activities of one level to another that the active level’s stop watch is stopped and the soon to be active stop watch is activated. This will maintain balance and also allow for an easier application of one level’s traits shifting (the introduction of an outside element or alteration of gravity).

The Roles
“There's one thing you should know about me. I specialize in a very specific type of security, subconscious security.”

Inception contains very specialized roles within it but does not constrain the creativity to break from such pre-designed roles, that is to say these are mere guidelines for assigning players to tasks.

The Extractor: This individual is the prime operative during the plan and dedicates himself to the protection and manipulation of the mark. They also act as the ‘leader’ during the plan and the liaison to the instigator. As a means to keep up spontaneous reactions, it is recommended that the Extractor is not shown the map during its creation.
The Point Man: This individual is the prime researcher of all issues related to the Mark: Business, education, relatives, hobbies, everything. They also typically act as the second hand the Extractor. All research, however displayed, is given solely to the Point Man who than must redistribute such research to the other players.
The Architect: This individual is the prime designer of each level in accordance with the plan. They also may engage in the alteration and manipulation of each level while active inside it. In addition the Architect is known to largely work in conjunction with the Point Man, after having conducted research, in designing the levels of the dream.
The Forger: This individual is the prime beguiler within the plan, designated with impersonating however many individual’s in accordance with the necessity of the plan.
The Chemist: This individual is the prime manager of assigning the correct amount of sedative to every individual involved in the sleep process as well the individual person tasked with keeping track of the correlation of time within each level. This role, while important, can be portrayed by the game master as it happens to be not as exciting as the other roles.
The Tourist: This individual is the prime wild card within the plan, typically the Instigator who has demanded inclusion in the plan. This individual is not told any research, shown any maps or revealed any of the plan before the plan is activated.

The Execution
“If we are gonna perform Inception then we need imagination.”

After disclosing the roles, research and any other necessary items the players have as long as they desire to construct a plan. A standard game should run for four hours: thirty minutes to meet-up & debrief, thirty minutes to engage the Mark & bring them into the dream, thirty minutes for the first level, an hour for the second level and an hour & a half for the third level. For plans reaching beyond three levels simply continue to add thirty minutes onto the previous length of the previous level (two hours for the fourth level, two & a half hours for the fifth level…).

In regards to "the kicks" it is crucial to maintain a focus on the time disparities between levels. Alterations to the gravity, auditory inclusions and so much more can be brought into the dreams through the plans & actions of the players.

One last important note is a mind's subconscious. Depending on the Mark the subconscious may have a template of specific defense or even take a more unorthodox approach to how their subconscious attempts to protect them from the player's assault. In general the moment the subconscious is confirmed of the presence of players (either through their world being altered, the forger seen shaping their appearance, or other noticeable changes) should be when the defense is heightened to it's most lethal.

Hopefully all of this can aid you in constructing a vivid & new experience for your roleplaying experience.

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Zonugal on

Posts

  • InfidelInfidel Heretic Registered User regular
    edited October 2010
    I do not have time to do anything with this but I very much approve! :^:

    Infidel on
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