I'm looking to start a new Prism: Agency game, but my last group fell apart (don't ask). I'd be down to start off playing the Prism, but we definitely need to go on a scheduled rotation and not per locale.
A few house rules, if these aren't to your liking than this game is NOT for you. I play Prism HARD and CHALLENGING. Storytelling comes from the struggle.
- All characters start with one pursuing Inhabitant. If you're playing the Found or the Scarred, you start with two.
- I decide what your documentancy downtime practice is - you'll have to submit samples of your writing, drawing, voice, and some other stuff.
- Geegaws and trinkets are always painful if you don't roll a 6 to retrieve them. Their rules also don't supercede Locale rules (let's be real, they never should have).
- If you fall off your progression path, you take the full penalty AND you start your next one on the Underside. No picking and choosing.
- If an Inhabitant is using one of the three core skills, you CANNOT use another one against it. Not even temporarily. An exception can be made for the Newcomer's move "Untraditional Straightforwardness".
- Instead of starting with a home base Locale, you earn one during downtime. It'll start full of Inhabitants though, and no, you don't get to handwave it because of the starting guidelines, real life doesn't just give you free stuff.
Now that those main ones are out of the way, a little about the setting we'll be playing in:
It's the changing of the seasons, set just before Agency swapped to Grasslands. Prism is cracking, it's coming apart, and there's no hope for survival (we're ignoring the supplemental stuff that came later). You're all the last members of the Agency, you've all being chased and hunted down (reminds me of another one of the house rules actually - downtime always leaves you both Hopeless and Tormented, and if you don't roll well it can still have the regular consequences too, even on Earth). No hope remains - except the hope of a painless oblivion. The Final Day Locale, the manifestation of the end of your lives, awaits you somewhere in the darkest depths of the Hunting Woods... Will you find it? What will you lose on the way?
Oh also if anyone wants to take the Petals Around the Edges progression path, then I will have an excuse to bring in some reeeeally cool monsters, I'm a big Lovecraft fan and I think that's the general direction the game should go (I know monsters aren't usually a thing in Prism, but it will be so cool the way I've homebrewed them in, trust me.)