Friday, December 14, 2007

Ron Edward's Sorcerer Game

I've enjoyed reading Ron's game, because it has a lot of parallels to the world I want my players to experience.

Animists regularly perceive all influences, whether anger, cold, sunlight, trees, wolves, as individuated forces with their own personal agency. One could call these 'demons', like in Sorcerer.

Also, the Humanity trait in the Sorcerer game reflects well on the modern (and really, eternal) human challenge of empathizing with the other over immersion in one's own narcissistic world of self. The Machine of modern day harnesses this narcissism for its own use (talk about a FUCKING DEMON!), but in the end, this challenge works intrinsically inside a human being. Human people have always struggled with this.

Where Sorceror diverges from my desired player experiences, begins in the notions of 'binding', of control over the demons. In T@EFW the players never control anything...they explicitly learn that all control operates illusorily. But they can sweet talk the world into helping them out, and they can create sincere friendships and family that back them up when needed.

To befriend, say, the Cold, doesn't mean that one can cause it to go, or come, or starve according to one's whims. But the player CAN enrich the Cold's life, feed it sweet things and sweet words, and sweet feelings, and warm (so to speak) the relationship between them. Then Cold becomes a welcome friend.

So how to see the world as populated with demons, with needs (for enacting of their own lifeway), and a desires (for appreciation), but not needing us to fulfill them? No binding, banishment, or summoning. But rather invitation, courtship, and (when the relationship falters) the loss of trust?

No comments: