Persons & Places

With this understanding of personhood, you can start to understand our first important point about the game. You will play two related characters: a place, and a human being with a special bond to that place.

The dividual worldview moves animists to attach traits to relationships, rather than individuals. They think of intelligence and imagination as processes that humans participate in, rather than faculties that individual human beings possess. This aligns well with our unfiltered experience, after all, as different places will put us in different moods, leading us to different thoughts and making different connections.

At the start of the game, you’ll pick a place that you know inside the community’s territory. When you choose to play this place, you take on a responsibility to heed its spirit, to tell its story as it does, through the things that happen there. When our story visits that place, you’ll tell us what we see and hear and smell. You’ll play all the supporting characters there, because the spirit of the place affects them all (though don’t forget to acknowledge their own personhood, recognize their relatable motivations, and let them make their own decisions). The other players will still tell you what their characters say and do, but you can still try to influence them as the place does, with the sorts of things that happen there and the feelings you evoke with your descriptions.

Your human character will have some sort of special bond with this place; you can decide the details of that bond. When the story visits your place, focus on playing the place, as your human character’s connection to the place pulls hen into its story. We all feel the influence of the places we dwell in, and your place and your human character share a certain spirit (you, the player), so you don’t need to worry about separating their interests and motivations. If they do, you can play into that, but you don’t have to worry if they don’t. Under most circumstances, they probably shouldn’t.

When the story goes to other places, you can focus on your human character. Because of that connection, your human character brings a little bit of that place’s spirit with hen wherever hen goes, a little bit of its intelligence and creativity going out into the world to interact with other places, other intelligences, other creativities. Your character acts as a mobile part of the landscape that will eventually return and enrich that place with all that hen’s learned and gathered.

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