Black Magic Sample > Running the Game
Unlike many games, not all players know they're playing a game when you begin. Introducing players to a game they're aware they're playing is one thing, but a game like this requires extra nuance from the game runner to shift between the various phases the game goes through. These phases don't require explicit tracking, but it is important for the answerer to be aware of which phase the game is in at any time. Once you're aware of how the game works, the phases are fairly intuitive.
  • The first phase is the explanation and the first few rounds of the game
  • The second phase begins when players are made aware they're playing a game
  • The third phase starts when a new player can play a round as asker along with the original answerer
  • The fourth phase starts when any two players that are not the original asker and answerer successfully play a round
  • The game is over once all players in the group are able to successfully play the game
At the start, the game is little more than a performance by the answerer, supported by the asker. The simplicity of the rules allow the answerer to use whatever serious, fun, zany, or silly means they would like to engage in conversation about their newfound power. They can refer to the power as telepathy, magic, shamanism, alien technology, anything they can think of. The first phase could be viewed like a call and response setup to a joke that will eventually be told. But in this case, the joke is actually the first round of the game.
The first phase of the game is one of the most rewarding for the answerer willing to do the work. The game begins with the answerer bringing up their latent ability to perform this one very specific type of magic and the answerer can approach this in any way they see fit, trying their best to have fun with it. Some portion of the goal of this phase is to illicit strong reactions from some of the group. The more unbelieving of your explanation the group is, the better the first round will play when the secret object is correctly identified.
It is worth noting, however, that this must still be a good performance. This doesn't mean you have to be eloquent, have have perfect timing, or know how to act, but what you must do is continue to read your audience. You're looking to instill doubt and disbelief at this stage, but there are limits, you must be sure people will be interested to test the experiment once you bring it up.
The second phase begins after the first few rounds of the game is played and players get to observe the experiment. Most players will immediately jump to conclusions about how the game works, and at this point you can let them know that there is something to it. (Now might also be a good time to let the know the name of the game, which is, itself, a clue.) Players should be made aware not to blurt out their guesses as to how the game works but to instead keep them private.
At this point in the game, two players know the pattern and the rest of the group does not. The asker and answerer should continue to play rounds of the game, being sure not to make the chosen pattern too obvious. By this point all interested players will be paying more attention, now understanding there is something they should be looking for.
At some point, one of the game observers will announce that they think they know what the pattern is. The answerer should inform them that, rather than telling them what they think it is, they should instead play a round of the game together. If the new asker is able to play the game correctly with the original answerer over multiple rounds, they have figured out and embraced the magic! If not, they can try again in a few rounds. (It is possible for players to accidentally or randomly win a round, so mutliple rounds should be played to ensure they have it).
At this point in the game, three players are aware of the pattern and can successfully play the game. Once a third person is aware of how the game works, any two of the three can pair up and play the game as either role.
Once you infect a single person with the magic, the game can now enter the fourth phase. While the answerer began by showing off their power, running the game, and being mysterious, now they can begin to take a back seat. By this point, all players are aware that there isn't actually any magic or occult stuff happening. Now players are looking for more rounds to be played to give them more chances to figure out the pattern. This should lead to more people picking it up more quickly than if the same two people continued playing.
The game ends and everyone wins once everyone can play the game successfully with everyone else as either role. Note that, at no point should anyone ever utter the details of the pattern out loud. Rather, playing a round of the game should be considered the only way to confirm or deny that another player is in the know.
While it seems like the game might be over once you know the pattern, remember that it can be played anew with each new group of people. Not only does it not require any physical items to be played, it can be played any time there is at least one person that isn't aware of the pattern. To get the most out of the game, consider more places you can find people to infect with the magic. The next time you're with your friends bored in line at an amusement park or standing in a crowd waiting for your favorite band to start playing, consider confessing your latent magical abilities to a stranger...

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