True Roleplaying Session

Welcome, adventurers! In a moment you will travel to the world of Atamor, a world of equality. You will take the roles of few of its inhabitants from the Kingdom of Lugia. Are you ready?
— Game Master's Introduction
Unlike the non-magical variant of Roleplaying, True Roleplaying tends to have whole campaigns in one session. The reason for that is the fact that there is no way of controlling what the "characters" do when players don't control them.
 

Session Preparation

Before a session the game master must prepare a connection to the world players will go to. In worlds without naturally present magic the game master must perform a blood sacrifice to access the innate magical energy, the building blocks of the multiverse.
 

The Session

When the session starts the game master connects the players to the world they will be playing in and introduces them to that world. He also gives players a code word to recognized each other in the other world. Then the players choose their "characters", which must be in the same region of the world. The Game Master gives them hints of any interesting things happening there, but he himself doesn't move. The Game Master must stay to make sure that the players' bodies are alive and healthy. On Earth, Game Masters give their players injections with everything needed to survive. He also observes what the players are doing.
 

End of the session

When the session ends the players send a signal to the Game Master and are retrived. Most incidents resulting in death happen in that moment. Luckily, they aren't too often.
Related phenomenon
Roleplaying
Duration
Depends on what people do. The longest session can last up to a year

Participants

  • Game Master - leads the session and arranges the connection between worlds
  • Players - from 1 to 6 people


Cover image: Dice by James Pond

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