We wandered off like children in the woodsAnd let the searchers come but never find usTried to make a life among the treesWhile your dreams collected planes and cars and cities
You slipped away from me while I was sleepingTo climb the tallest oak and see the lightsYour dissatisfaction gave you questionsDo you remember what the city sounded like?
The players in this game have started a new life, back to nature, in a fruitful jungle.Life is good.But most times when they sleep, they dream.And when they dream, their heads get filled with memories, aspirations, fears.Gradually, the more they dream, the dreams affect them, and push them towards going to a different life.The dreams are subtle, but like an enemy.
Some realise what is happening, others do not.Can they keep their community together?
All the characters had made the decision that they wanted a fresh start, turning their back on modern life. They broke ties with everyone, and moved to this idilic place - their New Eden.
Life is very good - within the limitations of not having modern technology, and the hard work which is needed to make it happen. Their new home is good for growing food, a pleasant climate, and medicinal plants are available.
There are challenges, but they can be overcome. They are all committed to the cause of living here and want to make it work.
However, nagging doubts and and distractions start to fill their minds - in fact they gradually come to think in an almost sinister, supernatural way. It is a challenge to overcome these and keep on going.
Against this background, there are push and pull factors to help keep them here. To go back would be a great admission of defeat. They have cut all ties and have no homes to go back to. It is a seriously long and difficult journey back to the nearest town. And they have resolved to say.
The challenge of this game will be in creating that tension which burns - getting into the skin of the character so you so want to hold the community together, and yet are so torn by the lure of going back. How will different characters respond, both to their own conflict and that of others. Of course, those who yearn for the old life will feel like traitors - but to simply say that would risk destroying the community.
In terms of game play, assets here are negative - they are “baggage” - wearing characters down. It is a “rule” of the game to somehow get rid of the baggage, by fulfilling its calling within the scope of this new life, or dealing with it - or succumbing to it.
Scenes played: 3
License: Community License