The Alchemist

by Zuno

Tags: #fantasy #game #gamemechanics #pov:bottom #pov:top #witches

This is a storytelling game for two players. Magic is fading. Yet, deep in the city, there is a laboratory that still specialises in concoctions of incredible and transformative properties.

The follow are a set of rules for a hypno-kinky game, not a story. Play at your discretion, and feel free to offer feedback.

Magic is fading. There was a time when nature was abundant and magic was used to excess. That time is over now. Yet, deep in the city, there is a laboratory that still specialises in concoctions of incredible and transformative properties. This is a storytelling game for two players. One of you plays the client, yearning to feel the touch of magic again. The other plays the alchemist, an inventor that brews magical potions and exotic inoculations. Crafting the perfect potion is intimate work. Be kind to one another. Decide who will play which role.
Consider the following questions:
  • Client
    • You’ve felt or used magic before. What did it feel like?
    • The use of magic has marked your appearance in unmistakable ways. How do you feel about these changes?
    • Magic brought you closer to someone. What was their reaction when you lost it? 
  • Alchemist
    • You have an extraordinary laboratory. What kind of sounds, smells, and exotic sights stand out most to visitors?
    • What part of your work are you most proud of?
    • Who supplies the essential components for your potions? Why does your work make them uneasy?

The Consultation

  1. Alchemist, welcome the Client into your laboratory. You are a professional and an excellent host.
  2. Client, provide a description for the effects you desire (preferably written).
  3. Alchemist, discuss what it is you can do. Describe your potions.
  4. Client, discuss what it is that you need these effects to accomplish.
  5. Alchemist, sit the Client down. Begin your brewing preparations. You may write or sketch details, with permission. You may touch the Client, with permission.

Both, at any time you may:

  • Withdraw without a potion. Go straight to the Afterglow.
  • Critique or question the others' stories.
  • Let a story change you.
  • Check in with your fellow player.

Client, at any time you may:

  • Ask a question about the process.
  • Ask a question about an item in the space.
  • Tell a story about magic, good or bad.
  • Tell a story about your experiences in the city.

Alchemist, at any time you may:

  • Ask the Client to perform simple tasks or tests.
  • Ask a question about magic.
  • Pick an item in your space. Tell a story about how you made it.
  • Tell a story about something you wish you could have seen.

Draw the consultation to a close when you reach a natural stopping place or after 45 minutes, whichever comes first.

The Presentation

  1. Alchemist, describe the potion. What is its consistency? Its colour? Its smell? How does it flawlessly emulate the client's request? What are the unintended side effects?
  2. Client, have a small taste. What sensations does it instantly evoke?

The Afterglow

  1. Client, take a few minutes (no more than five) to write a thank you note. Make your goodbyes.
  2. Alchemist, once the client has left, read the note aloud.
  3. Both, do you see each other again? Hold your answer in your head. Countdown from three. Share.
  • If both say yes: Decide when and where. Who has changed the most? 
  • If one says yes and the other says no: The one who says yes knows the other by their newfound reputation. Whoever said no, what kind of name have you made for yourself? Whoever said yes, some are curious to find out what the other was really like. What do you tell them?
  • If both say no: Alchemist, take a few minutes (no more than five) to write an article about a client you had once, long ago. How were they remarkable? What lessons of wisdom did you pick up from them? Client, decide where this article ends up.
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