I’ve decided after I’m done with my present projects, I’m going to dive into Fennel Witches. I’m starting to research more and brainstorm though. I’m thinking… I kinda want part of the game setup to not just be character building but timeline building. Since, it’s an alternate history game, might be cool to include a section on taking important parts of history and deciding how they are different in a given game of Fennel Witches.
I love building timelines, but, I’m thinking that other people might like building their own alternate histories better for their games and enjoy guidance on it.
I’m also trying to figure out some way that the alternate history might have some deeper impact on the game, maybe even on some rules or what Playbooks are available (or how they work)… but, that could get excessively complicated too. Or maybe there’s a way around that?
Thoughts?
Might want to take a look at Shock: Social Science Fiction. Games are built around a “shock” that changes everything. Seems like you could do something similar with the event which first diverges from the historical timeline.glyphpress.com – Shock:Social Science Fiction
Ben Robbins games (Microscope/Kingdom, et.al) are a great way to model and play out alternate histories
Robert Slaughter Lester Ward
I haven’t actually checked out Microscope or Shock yet looks like I need to add those to my research.
What is Fennel Witches?
Mo Jave Well, I have been pondering making a PbtA game with that title where players take on the role of witches in a coven, with the main inspiration being the Italian Good Walkers, AKA Benandanti, who used fennel in their practices, thus Fennel Witches.
Neat! I’d play that,
Megan Bennett-Burks i’d totally play that. I made a Benandanti (years ago in some game system i can’t even remeber) after reading these comixology.com – Hector Plasm Digital Comics – Comics by comiXology
Dan Chiavaroli Thank you for the find, I’ll bookmark it for later.