There's been a fair amount of discussion lately about how prone collaborative games are to going off the rails into silly gonzo territory. Do: Pilgrims of the Flying Temple is a collaborative game, so I need some way for players to be able to discuss these issues without spending a bunch of time on the eye-glazing RPG theory stuff. Just telling players "Agree on a 1-10 rating for your gonzoness" wouldn't work.
So I'm actually creating a formalized Gonzometer for Do. Actually, it just packages up some old ideas in the game and gives them a catchy name. It'll be a tool for helping players decide how big or small they want the story's scope to be and how heavy or light they want the mood to be.
You can see a rough introduction to the concept on the live draft here and its actual implementation here. By using a common vocabulary for scope and mood, players can at least the beginning of creating a mutual agreement about how gonzo the story can be.
Big
|
Opera | Gonzo
|
Heavy ------------------------|------------------------- Light
|
Melodrama | Sitcom
|
Small
I'd like to discuss more about this "gonzo" stuff though.
What does gonzo mean to you?
What is good about gonzo?
Why does gonzo get a bad rap?
When is gonzo appropriate and fun?














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