We have completed play for our Khaotic game! Including sessions 9 and 10, continuing from the material presented at What could go wrong? and Psychic social science fiction hits the "drama" button.
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We continue with Khaotic, in our Spelens Hus group! With special attention to the remarkable internalization each player has undergone regarding their characters, as I've received plenty of contributions from all of them regarding backstories, plans, details, and relationships.
It's 2030, as conceived in 1994, and things like this thing are attacking Earth out of nowhere. No fear: the International Society of Enlightened Scientists has swung into action, using secret weird tech from the 1940s under no quality-control supervision at all! You play their agents on missions via the TransEgo Device as well as coping with myriad hassles back at home and HQ.
It is crazy how common and how widely-developed craziness is, in role-playing. As much as world-building, as much as combat options, as much as magic systems, this is a definite feature of the hobby with its own schools and aims. It is clearly a primary path toward characterization, character development, player agency (through its managed lack in many cases), and emergent plot.