All in-game information was mediated through a database constructed by the storyteller. This allowed for dynamic history infomration to be tailored to each individual character based on the traits that character possessed (ie, knowledge of european history provided different information than knowledge of south-east asian history, etc).
Furthermore, character knowledges provided an extensive system of manipulating character abilities through the piece-meal acquisition of modifiers. This allowed each individual in the game had entirely unique capabilities which were fully mechanically represented.
Character age directly affected starting traits, and character age was randomly generated within a set of boundaries. Also a randomization system of 'cards' was introduced, so that no player could out-game figure out the starting abilities of any other character. These cards provided anything from simple mechanical benefits (+1 strength) to wider story elements (character diablerized one the prince's childer).
Game progressed through both LARP sessions once a month for a year, and also 'note' sessions which were written letters discussing the character's actions covering the period between LARP sessions. These notes provided a breakdown for available time, and players divided that time as they saw fit to various actions.
The aforementioned database then processed these notes, with input from the storyteller where necessary, to calculate success/failure and progression towards goals.
The Storyteller's role, in this game, was mostly to mediate dispute between players, and handle complex mechanical situations. Players generated 90% of the storyline for themselves.
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