Manifest Rpg

Manifest: Setting

Last time, I figured out a narrative lynchpin for my game: Monsters wander the earth, manifestations of powerful emotions. This time, I’d like to solidify the setting a bit more.

I’d also like to bite something in the bud right now: “My Game” is a dumb name for an RPG, so I have decided to give the game the working title of Manifest. The name centers on the fact that the core of this game is these Manifestations of emotion. The rest of the game could be anything, use any mechanics, be OSR, Narrative, be Powered by the Apocalypse or use d20 Modern, but the Manifestations are the unique aspect of the system that requires a concrete and cohesive system.

First Steps

Okay, so I’ve decided to make an RPG.

Now what?

First steps are always the hardest, because you have a blank sheet of paper with nothing on it. When you try to think of anything, nothing is always the first thing you think of.

Pearls need sand, trees need seeds, every journey starts with a single step.

Introduction

Well, I’ve done it. I’ve decided to put my theory to the practice.

Woe to all who step down this dark path.

There’s a longstanding cliche about the separation betweeen theory and practice. Some people think about things, other people do things. “Those who can’t do, teach.” The bigotry and condescention between the two groups is just as longstanding; get a chemist or mathemetician talking about the differences between the “theoretical” and “applied” branches of their field, and watch the sparks fly.