- When Tim Bennett & Sally Erickson came to Pittsburgh, we talked about the Fifth World a bit, and we discussed how consensus building might play into it. It defied the normal RPG convention, which the Fifth World still followed at that point, because consensus doesn't mean beating your opponent's skill check, it means aligning your perspective to match each other, so that you come into balance.
- In his book, Ingold talks about the Cree experience of hunting and tracking. Tracking brings them into communion with the animal, but the kill itself takes place very quickly. The deer doesn't try to escape; it offers itself up to the hunter. Hunting does not involve violence. The hunter never tries to overcome the deer; rather, the challenge tests the hunter's awareness and empathy, to notice the gift at the crucial moment that the deer offers it.
- Shapeshifting actually occurs among animist peoples. It does not happen "symbolically" or "metaphorically." Animists experience an actual shape-shifting. Now, we might look on and call it trance or dream, but from the experiential point of view—the only point of view that actually matters—they experience true shapeshifting. But this does not occur by overcoming some magical hurdle, or beating the right Target Number; the difficulty lies in the shape-shifter's attempt to align his or her senses, outlook, and feelings with that of the animal he or she shifts into. The ornaments, dress and mask all help towards that end, but the challenge lies in aligning his own perspective to take on a different perspective.
Modern RPG's evolved out of wargames, and since we conceive of the universe as constant struggle, those mechanics worked well. You'll even hear, quite often, the mantra that "story is conflict." But what if that just arises, like so many other things we take for granted, from our cultural expectations, and the basic conflict required for our way of life? What if story could also trace relationship, based not on conflict, but on the attempt to synchronize two parties?
In tracking, different modes of awareness mean a great deal. Owl eyes sacrifice focus for breadth, while focus sacrifices breadth. So we already have there an idea of "resource allocation," if you will, where the "resource" simply means your attention. And we have different kinds of awareness: the synaesthetic awareness of the Flesh, the imaginative and intellectual awareness of the wind, our internal awareness expressed as emotions mapped onto the landscape, and so on. I've found this already mapped, quite elegantly, in the medicine wheel.
What if the "character sheet" took the form of a medicine wheel, with concentric circles, that fundamentally mapped your character's current awareness, and the game's mechanics mostly modeled different ways of shifting that awareness? What if, instead of beating a target number, you had to synchronize your awareness with some Other? What if, instead of conflict, this game modeled awareness?
I do not know how to do that yet, so I welcome suggestions.