Feeblemind

Dedicated to my mom, who taught me to discover myself through play.


Character Creation

Choose a neutral to positive word to describe your character metaphorically, known as your Origin Word. It should be one with many interpretations, and one that could be used to infer what your character is good at without explicitly stating it.
Instead of providing a list of words to use or take inspiration from, which may skew word choice or imply a potential "right" way to play the game, talk to the group about what kinds of words the others want to choose, ensuring that there is consistency between the players' words and their connotations. For example, if a player chose a word that was only positive, and another that was partially negative, there would be a disconnect in tone between the characters, as it may cause the Referee to arbitrate unfairly in comparison with each other.
Once you have discussed and chosen the Origin Words you all will use, you are ready to begin play.

Wait, that's it?

Experienced roleplayers will note the lack of a distinct character sheet, as well as the lack of mechanics in general. This is because the characters are expected to be in a situation where they are both discovering themselves and their environment. In order to attempt to simulate something like amnesia, anything truly reliable should be stripped from the game. Just as someone with memory loss grasps at straws attempting to recover their past life, so too should you, the player, not know what comes next. While dice are random, you, the player, roll them. You can start to glean which results are good or bad. You start to think about your odds of success. Knowing your chances is a form of reliability. With that stripped away, and just in the hands of a Referee, the game itself becomes unknown territory.


How to Play

Your agenda during a game session is as follows:

During play, there will be breaks from the narrative at decisive moments, where the Referee takes control of your character for a moment, providing two or more options to you on how to proceed. In addition to these options, described will be specific impacts that either option will have. Besides the impact of the actions themselves, there can be three types of additions to your character from an option:

Origin Words guide you and the Referee, although mostly the Referee (as your character isn't aware of them) in determining your character's past and what they will be successful at.
Skills guide you and the Referee in telling the Referee what your character is great at.
Abilities are descriptions of base capabilities your character is now able to do at any time.
Flashbacks are definitive moments from your character's past that they will then learn. Often when having a flashback, you will have opportunities to collaborate and describe how it goes. As well, you may be asked to give your impression of the flashback, and describe a new Origin Word, Skill, or Ability based on said flashback.