Know Thyself outline
Ryan Macklin – June 30, 2007
I. Ashcan Introduction
a. Welcoming reader to be part of the process
b. This is the Ships Passing In The Night version of the game
c. Pre-loading Questions
i. Need a better title for the game
ii. Looking for a “We’re All In This Together” version of the game
iii. Handling of roles, scenes and conflicts
II. About Know Thyself
a. The Game in Brief
b. Origins: Game Chef & Unknown Armies
c. How to read the ashcan text
III. Game Setup
a. Social contract
i. Boundaries
ii. Gender
iii. What amnesia is
iv. Using this as a character creation tool
b. The character sheet
i. The Impulse
ii. The Attachments
1. Distributing Attachments
2. Guidelines for Attachments
3. Quick Set-up: Randomly Drawing Attachments from Play Deck
iii. Other elements
iv. Handing off the character sheet
c. The Play Deck
i. What’s on the Play Deck
ii. How to use the Play Deck
IV. Game Play
a. Overview
b. Turn Structure
c. Roles
i. Lead Actor/Active Player/Active Character
ii. Stage Manager/Scene Framer
iii. Foil/Adversity
iv. Outcome Narrator
v. Memory Narrator
vi. Supporting Actors/Side Characters
vii. Adjudicators
viii. Optional: Playing with a GM
d. Scenes
i. Anatomy of a scene
ii. Reading the Play Deck
iii. Ritual phrase: “That’s when you said/thought…”
iv. Special scenes
1. Initial/Waking scene
2. Endgame scene
v. Drive to conflict
e. Conflicts
i. Calling a conflict
ii. Reading the Play Deck
iii. Burning Bridges: drawing more cards
iv. The Difficult Choice: Outcome or Memory
1. Player always makes this choice
2. Outcome narration
a. Consequences
b. Move or Stay?
3. Memory narration
a. Reading the Play Deck
b. Control of the character sheet
v. Endgame
V. Designer’s Notes: My Master Plan
VI. Appendix
a. Play Deck charts