PLAY SORCERER 34: Play What You Want to See

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There is no more important rule than this when you play Sorcerer: Play what you want to see.

Whether it is during the creation of your Character, or  Character’s Demon, or an impulse for what you want your Character to do or say, make that happen or move toward making that thing happen. Follow these creative impulses. This is the engine fuel of Sorcerer play.

Of course, just because you want your Character to do something, doesn’t mean it will happen. For example, if you want your Character wants to have a meeting with a crime lord he’s never met, the Game Master might decide that your Character can’t just phone up for an appointment and meet with the guy. He might say, “Okay, how are you going to do that?” He might offer resistance. You might go through hoops, or come up with clever schemes, or use your Demon to beat up the crime lord’s muscle, or just show up in his office. Or whatever.

What happens next—and the fallout from what happens next—is the story we’re building. This impulse will lead to a sequence of actions and decisions, words and deeds, until your Character either meets the crime lord or enough unexpected things have happened along the way that your Character has lost interest in meeting the crime lord and moved on to other matters.

The key is: Follow the impulses you have. Follow for your impulses for your Character. “I want a guy with a Demon like this.” “My guy wants to see the crime lord.” Sorcerer is a powerful and flexible game. Sorcerers are powerful people. Between these two points, there is a lot of leeway for you to create the kind of fiction you want and the kind of Character you want. There are limits of course. The GM has ruling over what is considered possible. (Player: “I want my guy to jump to the moon.” GM: “No.”) You need to build on the fiction that has been established, not deny or overturn it. But your desire to see such-and-such a Character in play or your gut sense that your Character will be driven to do such-and-such a thing is exactly the kind of creative desire and impulse needed to make the game work.

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