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Chimera: a game about slapdash collaboration

A toy game from the 2016 game design advent calendar.


How would you describe hummingbirds to someone who'd never seen them? "It's uh...it's a bird, but it flies around like a bee. And it's got like a needle beak thing." It's as if God designed the things by committee, he and his angels up there smoking on the reefer and coming up with weird animals. I bet the platypus was the second thing they came up with.

That collaboration is what this game is about. It's resolution by collusion, not randomness (though it will incorporate some of that).

Requires:
  • a d6, d8, and d10 per player
Rules:

Each player should choose something that's their Thing. Some examples: "Kicking ass", "Demolitions", "Smooth talking", "Guns", "My sweet cool space-goggles".

You'll need to resolve action when you attempt something you are well-suited to, or trigger your special trigger. There are always three components to resolution: an identifying clause, a complicating clause, and a something-extra clause. The GM and player will both contribute to the resolution, speaking one or two clauses each.

Specifically, when you resolve action, the person speaking each clause will do the following:

  • Identifying: Say "It/he/she is a...", and add some identifying information. "It's like a bear," (Skinwalker), or "These tracks are left by Mandalorian raiders, I've read about similar markings," (Scholar), or "I know this guy Vinny, he's a wetworks guy," (Concierge).
  • Complicating: Say "But, ...", and add a detail that makes it different from what you'd expect. "He's a wetworks guy, but he only works for dames with fine gams," or "These tracks are left by Mandalorian raiders, but they're far to big and spread out to have been left by humans," or "It's like a bear, but with dragon wings."
  • Something-extra: Say "And for better or worse, it...", and add a detail that's a bit mixed. It might lead to ruin or victory, but for better or worse it's there and you have to deal with it. "...but with dragon wings, and for better or worse it's hulking and slow,", or "...to spread out to be human, and for better or worse they're clearly dragging someone behind them," or "...only works for dames with fine gams, and for better or worse you've got something of a history with him."

Each player should choose one of the following triggers:

  • Skinwalker: When you take on a shape of nature...
  • Artificer: When you slap together a fantastic doohickey...
  • Scholar: When you know exactly what you need to know...
  • Handyman: When you have just the right tool for the job...
  • Summoner: When you summon an eldritch creature from Outside the World...
  • Concierge: When you know a guy...

When they trigger their trigger, the player says "It's a ...", the GM says "But, ...", and the player finishes with "And for better or worse, it ..."

When you attempt something you are well-suited to, roll 1d6. If this is totally your Thing, increase the die size; if you came prepared, also increase the die size (from d6 to d8, from d8 to d10). If you roll...

  • ...6 or more, say "It's a ...", and choose which of the other two clauses you will speak; the GM says the other.
  • ...a 4 or 5, say "It's a ...", and the GM will choose which of the other two clauses they will speak; you will say the other.
  • ...a 1, 2, or 3, the GM will say "It's a ...", and will choose which of the other two clauses they will speak; you will say the other.

If someone or something is working for you, was summoned by you, or was created by you, they count as you for triggering attempt something.

GM:

The GM does their traditional job here, setting challenges to the players and seeing what happens. The GM will not get to decide the entirety of how a roll goes, so it's important they be open to what the players add. The player has authority to say whatever they wish in their chosen clauses, but the GM and table should use common sense to determine what is too much and what needs something more.

Additionally, stick to the spirit of the rolls. The GM shouldn't add anything that invalidates the success of a 6+ or 4 or 5, and should reinforce the problematic nature of a 1, 2, or 3.

Notes:

This game basically runs on "Yes, and..." You just can't play it without accepting and escalating what is offered to you. There is the traditional roll when you attempt something, but it's only there to modulate who has most of the control in the resolution. The resolution actually happens as a result of the collaboration, not the roll.

I find games like this interesting, that piggyback off the players' group dynamics as a mechanic. I suspect it works because it's still using something inherently difficult to predict; dice are admittedly close to impossible to predict, but the result of an interaction between your own mind and another mind is nearly as hard to foresee.

--Karaktakus, Artificer of Things Great and Small

Prompt/cover photo: Wikimedia Commons