Game Chef ingredients are up, and I’ve been thinking about them for a while. ( http://game-chef.com/ ) I had an idea for a game about druids writing a reality-altering book, but I’m not really very enthused by it. I may return to it later, but right now my brain is more interested in this potential game:

Psychics struggling to maintain control over their personalities.

You were all subjects doing clinical drug trials for an experimental new medicine. But the drug has an unintended side effect: you gain psychic powers. And then the game is all about how the new found psychic cope with their bizarre new powers, while the drug company tries to exploit them. Inspiration here would be Akira and Scanners and Psi-Run and the like. Stories about people who gain new powers and abilities but can’t quite control them.

This plays most strongly off of Absorb and Wild. Your character is made up of a bunch of personality traits and desires and skills and stuff printed on cards. As a psychic, you can move those cards around and change yourself or others. You can absorb someone else’s thoughts or memories. If you push someone’s personality too far, they can go into a wild frenzy and then their psychic powers are going to destroy a bunch of stuff. So characters and personalities are fluid and the character you play at the end probably isn’t the same as when you started. Which parts of your character are their core, that they are unwilling to sacrifice, and which are they willing to change?

Probably the drug was intended to treat sickle-cell anemia (I’ll have to read up on that). There is no book works in the fiction, because there is no available material to deal with the drug’s side effects. Nobody understands the drug or its effects, especially once the psychic powers start to manifest. (In terms of mechanics and presentation, probably the game is made on a few pamphlets made to look like a brochure for a drug company, and a deck of cards for character traits.)

At this point, I’m looking at a GMless game with adversarial PCs, a drafting mechanic for character creation, and GM-like duties and authorities distributed as part of the draft. Probably a randomizerless system, to boot. I’m a bit worried that’s all just my brain being lazy, though. That’s pretty similar to lots of other games I’ve made recently. I might want to change up the mechanical back end there some, just for kicks.