It seems to me that the twist that separates a utopian setting from a gritty one might ultimately come down to something as simple as whether your characters reactively face problems that someone else created, or whether your characters proactively pursue ambitions that they themselves have set.
The rest needn't change that much. Achievements count more, based on how many Obstacles you put in your way. For each coin, you narrate one more obstacle you face, and you can reduce those obstacles just like you might have faced Trouble before: invoke your Name, cast your coins, and reduce by one for each one that comes up heads.
This would also make for characters with lists of achievements of varying strengths, which reminds me somewhat of Gifts in Ganakagok. Those Achievements should replace Memories, in that case, and their value tells you how many coins you can re-cast when you invoke it.
I started thinking about the ways you might use this, and the versatility made me feel good about the idea. For example:
- Achievement: Slay the ogre! Six obstacles:
- In one bitter winter, my desperate uncle ate his child, my cousin.
- He became an ogre, a cannibal addicted to human flesh.
- Human flesh gives him supernatural strength.
- When they discovered his crime, the family tried to kill him.
- He got away.
- He has lived on his own ever since.
- Achievement: Marry the beautiful maiden. Five obstacles:
- Her father hates me.
- Her mother doesn't mind me, but she won't stand up to her husband for me.
- She loves me, but I can't bear to make her choose between me and her father.
- Her father discovered our secret love, and forbade me from seeing her anymore.
- Now, her father has started trying to arrange a marriage for her to someone else!
- Achievement: Restore the irradiated lake. Five obstacles:
- In ancient days, our ancestors created light from glowing rods.
- You cannot see the magic fire in those rods, but it burns forever, and it boils the skin away with a magical disease.
- Our ancestors knew how to start those fires, but not how to put them out.
- In desperation, they sank those rods in the lake.
- Their magic fire continues to burn, though, and it has turned the lake and everything around it into poison.
I think these three quick examples show some of the strengths of this idea. Firstly, it can cover everything from a good old-fashioned monster-slaying quest, to a romance story, to trying to restore an irradiated lake. Secondly, the obstacles can provide so much more context and depth to these challenges.
I can also see different ways of apportioning the value of such achievements. Perhaps you want to get a new Name from it, or perhaps some special effect. Set aside one point for the Name, and one point for the effect. If you had a five-point Achievement, you could turn it into a three-point Achievement, with a Name and an effect.
You could also have an overall "Prestige" score, totaling all of your Achievements and Names. Age should count somehow, as well. I don't know what I might want to do with this yet—perhaps nothing at all. The idea of competing for Prestige occurred to me—you could even give extra Prestige for helping others gain their Achievements, which would make the optimal strategy one of cooperation—but even then, I think that might undermine the tone of the game.
The idea of "Prestige" did remind me of Flow in FreeMarket. I despise transhumanism passionately, but despite that, I can't help but notice that the more basic premise of a utopian setting pushes me into a space somehow both similar and opposite to that game. In FreeMarket, "Flow" essentially means prestige—what the more technologically-intoxicated call things like "social capital." You use Flow to create things, which in turn gives you more Flow. The similarity makes me think I've hit upon something. Despite our almost totally opposite settings, we both face the basic question of how to tell stories in a more-or-less utopian future, and that might ultimately come down to something as simple as whether your characters reactively face problems that someone else created, or whether your characters proactively pursue ambitions that they themselves have set.
