Overview | Core Concepts | The Setting | Mechanics | To Do |
For many gamers, when they talk about their characters, they talk about the evolution of their character… who they were and who they became. So, I wanted a game that made the rapid evolution of the character a story imperative. There should be a record of everything the character gives up–through transcendence or sacrifice–to become who they are. I want a fair amount of character Aspect churn, but I don't want to require it.
Touchstones that influences the idea.
In What We Become, humanity is in the early stages of the emergence of a symbiotic Mycelial Bloom, a microscopic networked intelligence born from bioengineering, nanobiotics, and desperate attempts to address multiple problems… environmental disasters, pandemic eruptions…
Each “bloom colony” is a colony of microscopic organisms that have taken residence (“colonized”) a living being, and symbiotically advanced itself and it's host. The colony is–literally–a microscopic civilization unto itself. And the weight of it's presence and attention can change the world.
Now it is beginning to blur the line between self and world. This should probably feel apocalyptic, but I want it to include hope. So, instead, it's a story of metamorphosis.
Players take on the roles of “The Touched”: humans partially “colonized” by the Bloom, navigating the fragile moments before their mutual collective evolution. Every choice shapes not just who they are, but what humanity might become.
Mechanically, it builds on the PBTA/Mist Engine used in Powered-by-the-Apocalypse games and Son of Oak (City of Mist, Otherscape, Legends in the Mist) games, but I want to evolve those systems a little to differentiate it. This may require changing terminology.
As a collaborator, you’ll be helping to design a world where change is neither apocalypse nor salvation, but an ongoing negotiation between self and symbiosis. This is biopunk with empathy: a setting that asks not “how do we survive?” but “how do we evolve?”
All of what's here right now is the conceptual spine of what I want. I imagine it's all subject to change… and I accept that change is going to be necessary.