The Schostrich Colocation (v 0.1)
Print this game. Attach it to another RPG.
In this game you play scholarly ostriches, or schostriches. You have gathered to play an RPG, as is a schostriches' wont. A schostrich is a most dedicated bird and is nigh physically incapable of making OOC comments or actions during play. Therefore, the players cannot take IC actions as schostriches; they must be OOC as players or IC as their schostrich's character at all times. This applies even to a player playing a schostrich GM (SOGM) in a game that has such a thing; "there is a table by the river where you gather," for instance, can only refer to the schostriches' PCs and not the schostriches themselves. Depending on how you define IC and OOC, it may be possible to describe things OOC (setting the stage for later play and so on) but do have care.
CHALLENGE
The schostriches face five challenges during play: the waters, the malark, the frog, the odliend, and the stork. (In that order.)
The current challenge begins rated 5 and increases by (1d6-1) every fifteen minutes of play. When it reaches 12, it completes.
Each player rolls 7d6 when the game begins and another 1d6 after each full hour of play. Push dice forward; the sum of their faces represents your schostrich's ability to meet the current challenge. Once pushed forward, dice cannot be reclaimed. While the dice pushed forward equal or exceed the challenge rating, your schostrich is doing well. While they equal or exceed half the challenge rating, your schostrich is managing.
When a challenge hits 12+, it's complete. Remove it from play. Remove all pushed-forward dice. Either take on the next challenge or end the session. If you've played at least 40 minutes since your last bonus 1d6, roll another. Record your dice; their state persists between sessions.
Remember that you are allowed to talk about either game OOC; while not even a SOGM can describe the malark or what any of this is like for the schostriches it's perfectly possible to explain or discuss the matter as players. For the sake of symmetry the authority on the waters, the malark, the frog, the odliend, the stork, and the implications of failing to exceed a number or half the number goes to whoever is playing the closest thing to a relevant authority in-game (or, of course, to the group as a whole if authority is unclear or clearly absent.)
by Jenna Moran











