![]() ![]() Each of the 22 cards is going to pop up with a different result for every option it could be drawn for, several times it’s going to offer options to choose from (particularly for Background), and then even in the same slot the same card will have different results for different playsets.įor example, let’s say I’ve drawn The Gatekeeper for the Theme. I think the most impressive part of this is the variety it’s going to be difficult to recreate the same prompts/characters. Player characters, in turn, are going to scan four: Background, Talent, Flaw, and Asset. Additional cards can be scanned to introduce extras for all of these, such as Locations that the characters will have to travel through to reach the final one, or lesser Bosses in service to the main one. That means that a picture of a card will do just as well (I tried this with some of the press kit images I was given), and there’s potential for more such images to be programmed in there was a ‘GM’s Screen’ at the Monocle Society Unplugged booth that I was told could be scanned to provide information as well.Įach instance of a playset is going to scan three cards: one for the Theme, one for the Location, and one for the Boss. As it was explained to me, the app reads the geometric shapes on the cards, rather than any sort of code. For each instance of a playset and character you scan a series of these cards using the mobile app. Second, while they aren’t really used actively during play (those are what the dice are for), the cards form the foundation of everything that happens before play. So how exactly do we get those details, then? The Cardsįirst of all, the cards are gorgeous tarot-style pieces of work. Once you’ve figured out some of the details, the players and Storyteller are pretty free to do what they want. These playsets are also very much prompts, not constraints, hence why I say the game is improvisational. While all of Weave could be described as rules light they are on a bit of a spectrum, with Solar Age in particular being bare-boned in terms of mechanics compared to the others. Solar Age is a space fantasy setting where Earth is dead, and the rest of the Seven Kingdoms have carved out their planetary territory in a solar system that is increasingly strange. Xorte/Io is a bizarre sci-fi mashup of a living city, anti-cyborg cults, techno-priests, corporations, and capybara. Gloomies is very much kids-vs.-the-world, and you wouldn’t have to tilt your head very far to see a Stranger Things episode. ![]() Goblins ‘R Jerks is a comedic playset of goblins getting up to all sort of shenanigans. and a boss enemy for the heroes to face, and we’re provided four of them with the basic game. Play happens within the framework of a Playset, which provides setting information, the theme for a session, at least one location that the story will take place in. Among the latter is Weave: Storytelling Redefined, a game that’s half tarot, half roleplay, and all story.Īt its core, Weave is a highly improvisational application-based story game that uses cards for its building blocks and dice as a resolution mechanic. It could actually be called one of the motifs of the convention: games crossing the border between physical and digital games (going both ways), digital enhancements to traditional games, and games that blend the two from the foundation up. Despite walking around a convention with Unplugged in the name, there were a fair number of plugged-in offerings. and it’ll tell you what kind of story you’re in and what your characters can do. ![]()
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