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** ''UNION'', which zooms in far enough to focus on exploring the history of a specific family.
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** ''UNION'', which zooms in far enough to focus on [[GenerationalSaga exploring the history of a specific family.family]].
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''[[https://www.lamemage.com/microscope/ Microscope]]'' is a WorldBuilding-based tabletop roleplaying game written by Ben Robbins and published by Lame Mage Productions in 2011. In it, a grou of players collaboratively create an epic history on a tremendous scale with near-limitless possibilities. It could be a [[AlternateHistory history that mirrors our own]] or something completely new.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/microscope.jpg]]
''[[https://www.lamemage.com/microscope/ Microscope]]'' is a GM-less WorldBuilding-based tabletop roleplaying game written by Ben Robbins and published by Lame Mage Productions in2011. In it, 2011.
The game involves agrou group of players collaboratively create creating a timeline chronicling an epic history on a tremendous scale with near-limitless possibilities. It could be a [[AlternateHistory history that mirrors our own]] or something completely new.
''[[https://www.lamemage.com/microscope/ Microscope]]'' is a GM-less WorldBuilding-based tabletop roleplaying game written by Ben Robbins and published by Lame Mage Productions in
The game involves a
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2015 saw the release of ''Microscope Explorer'', an expansion book that adds a number of alternative rules, gameplay tips and step-by-step seeds to help facilitate smoother gameplay sessions.
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''Microscope'' is a worldbuilding game. It allows a group of player/storytellers to collaboratively create an epic history. The scale is tremendous, the possibilities nearly limitless. It could be a [[AlternateHistory history that mirrors our own]] or something completely new.
There is no GM. Together the players create a {{Mythopoeia}} that grows organically by turns. The big picture is epic in scale, but it is called ''Microscope'' for a reason: Players can zoom in on any of the periods of their emerging history and start a scene, which they and other players participate in. That scene might inspire another historical event, or even another historical period. New parts of the timeline can be created in any order.
There is no GM. Together the players create a {{Mythopoeia}} that grows organically by turns. The big picture is epic in scale, but it is called ''Microscope'' for a reason: Players can zoom in on any of the periods of their emerging history and start a scene, which they and other players participate in. That scene might inspire another historical event, or even another historical period. New parts of the timeline can be created in any order.
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Microscope contains examples of:
%%* AlternateHistory: The alternative to full-blown {{Mythopoeia}} or future settings.
%%* {{Backstory}}: Scenes and Events can be this for each other.
%%* AlternateHistory: The alternative to full-blown {{Mythopoeia}} or future settings.
%%* {{Backstory}}: Scenes and Events can be this for each other.
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%%*
* AlternateHistory: The alternative to full-blown {{Mythopoeia}} or future
%%*
* AnachronicOrder: By design, the order in which the players come up with the events on the timeline is not the order in which they happened. More often, the players come up with events earlier in the timeline that influenced later events.
* {{Backstory}}: Scenes and Events can be this for each
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* ConstructedWorld: The result of a game--though a game can go on indefinitely, more and more detail being added to the world by players.
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* ConstructedWorld: The result of a game--though a game can go on indefinitely, indefinitely with more and more detail being added to the world by the players.
%%* TheEmpire: A common theme.
* TheEndOfTheWorldAsWeKnowIt: One of the possible outcomes on the timeline is for the world the players construct to be destroyed, something touted in the game's blurb - "Build worlds and destroy them".
* TheEndOfTheWorldAsWeKnowIt: One of the possible outcomes on the timeline is for the world the players construct to be destroyed, something touted in the game's blurb - "Build worlds and destroy them".
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%%* {{Mythopoeia}}: The main point of the game.
%%* TheDarkTimes: Events have either a Light or Dark Palette.
%%* TheEmpire: A common theme.
%%* TheRolePlayer: The main kind of player this game tends to attract. There is no dice rolling required at all.
%%* TheDarkTimes: Events have either a Light or Dark Palette.
%%* TheEmpire: A common theme.
%%* TheRolePlayer: The main kind of player this game tends to attract. There is no dice rolling required at all.
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%%* TheDarkTimes: Events have either a Light or Dark Palette.
%%* TheEmpire: A common theme.
%%* TheRolePlayer: The main kind of player this
* NukeEm: The blurb casually mentions that a grandiose civilization can be ended with a nuclear apocalypse - "Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire".
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* UniversalSystem: Almost anything goes in ''Microscope''--except it doesn't handle time travel particularly well because gameplay is already non-linear.
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* SlidingScaleOfIdealismVersusCynicism: The players can set the tone of the game with the use of the Palette system, noting down general concepts and themes under "yes" and "no" depending on whether they are acceptable in the particular game.
* SpinOff: A number of alternative rulesets are included in the ''Microscope Explorer'' expansion book:
** ''UNION'', which zooms in far enough to focus on exploring the history of a specific family.
** ''CHRONICLE'', which focusses on a specific city or weapon.
** ''ECHO'', which adds a TimeTravel element and ends up with history being rewritten.
* TimeTravel: ''ECHO'', a SpinOff ruleset included in ''Microscope Explorer'', involves the players travelling back in time and rewriting history.
* UniversalSystem: Almost anything goes in''Microscope''--except it ''Microscope'' as far as genre is concerned. That said, the base game doesn't handle time travel particularly well because gameplay is already non-linear.thanks to the AnachronicOrder used throughout the gameplay.
* SpinOff: A number of alternative rulesets are included in the ''Microscope Explorer'' expansion book:
** ''UNION'', which zooms in far enough to focus on exploring the history of a specific family.
** ''CHRONICLE'', which focusses on a specific city or weapon.
** ''ECHO'', which adds a TimeTravel element and ends up with history being rewritten.
* TimeTravel: ''ECHO'', a SpinOff ruleset included in ''Microscope Explorer'', involves the players travelling back in time and rewriting history.
* UniversalSystem: Almost anything goes in
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''Microscope'' is a world building game. It allows a group of player/storytellers to collaboratively create a an epic history. The scale is tremendous, the possibilities nearly limitless. It could be a [[AlternateHistory history that mirrors our own]] or something completely new.
There is no GM. Together the players create a {{Mythopoeia}} that grows organically by turns. The big picture is epic in scale, but it is called ''Microscope'' for a reason: players can zoom in on any of the periods of their emerging history and start a scene, which they and other players participate in. That scene might inspire another historical event, or even another historical period. New parts of the timeline can be created in any order.
There is no GM. Together the players create a {{Mythopoeia}} that grows organically by turns. The big picture is epic in scale, but it is called ''Microscope'' for a reason: players can zoom in on any of the periods of their emerging history and start a scene, which they and other players participate in. That scene might inspire another historical event, or even another historical period. New parts of the timeline can be created in any order.
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''Microscope'' is a world building worldbuilding game. It allows a group of player/storytellers to collaboratively create a an epic history. The scale is tremendous, the possibilities nearly limitless. It could be a [[AlternateHistory history that mirrors our own]] or something completely new.
There is no GM. Together the players create a {{Mythopoeia}} that grows organically by turns. The big picture is epic in scale, but it is called ''Microscope'' for a reason:players Players can zoom in on any of the periods of their emerging history and start a scene, which they and other players participate in. That scene might inspire another historical event, or even another historical period. New parts of the timeline can be created in any order.
There is no GM. Together the players create a {{Mythopoeia}} that grows organically by turns. The big picture is epic in scale, but it is called ''Microscope'' for a reason:
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* UniversalSystem: Almost anything goes in Microscope--except it doesn't handle time travel particularly well because gameplay is already non-linear.
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* UniversalSystem: Almost anything goes in Microscope--except ''Microscope''--except it doesn't handle time travel particularly well because gameplay is already non-linear.
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Comment out ZCE. You can't just say "this can happen", you have to explain what is "this" with enough info that people who don't known the trope nor the work have some idea why it is example.
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* AlternateHistory: The alternative to full-blown {{Mythopoeia}} or future settings.
* {{Backstory}}: Scenes and Events can be this for each other.
* {{Backstory}}: Scenes and Events can be this for each other.
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* ConstructedWorld: The result of a game--though a game can go on indefinitely, more and more detail being added to the world.
* DeathOfTheOldGods: A frequent major plot point.
* DeathOfTheOldGods: A frequent major plot point.
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* ConstructedWorld: The result of a game--though a game can go on indefinitely, more and more detail being added to the world.
*world by players.
%%* DeathOfTheOldGods: A frequent major plot point.
*
%%* DeathOfTheOldGods: A frequent major plot point.
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* {{Mythopoeia}}: The main point of the game.
* TheDarkTimes: Events have either a Light or Dark Palette.
* TheEmpire: A common theme.
* TheRolePlayer: The main kind of player this game tends to attract. There is no dice rolling required at all.
* RuinsOfTheModernAge: A common type of setting.
* TheDarkTimes: Events have either a Light or Dark Palette.
* TheEmpire: A common theme.
* TheRolePlayer: The main kind of player this game tends to attract. There is no dice rolling required at all.
* RuinsOfTheModernAge: A common type of setting.
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* WorldBuilding: The emphasis is on the history of the world rather than precise detail, but a robust world can emerge after enough sessions.
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* WorldBuilding: The emphasis is on the history of the world rather than precise detail, but a robust world can emerge after enough sessions.
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''Microscope'' is a world building game. It allows a group of player/storytellers to collaboratively create a an epic history. The scale is tremendous, the possibilities nearly limitless. It could be a [[AlternateHistory history that mirrors our own]] or something completely new.
There is no GM. Together the players create a {{Mythopoeia}} that grows organically by turns. The big picture is epic in scale, but it is called ''Microscope'' for a reason: players can zoom in on any of the periods of their emerging history and start a scene, which they and other players participate in. That scene might inspire another historical event, or even another historical period. New parts of the timeline can be created in any order.
----
Microscope contains examples of:
* AlternateHistory: The alternative to full-blown {{Mythopoeia}} or future settings.
* {{Backstory}}: Scenes and Events can be this for each other.
* {{Bookends}}: The beginning and end of the history are chosen at the start and tend to be linked thematically.
* ConstructedWorld: The result of a game--though a game can go on indefinitely, more and more detail being added to the world.
* DeathOfTheOldGods: A frequent major plot point.
* InMediasRes: Scenes are often done this way. The purpose of a scene in ''Microscope'' is to answer a single question, as dynamically as possible.
* {{Mythopoeia}}: The main point of the game.
* TheDarkTimes: Events have either a Light or Dark Palette.
* TheEmpire: A common theme.
* TheRolePlayer: The main kind of player this game tends to attract. There is no dice rolling required at all.
* RuinsOfTheModernAge: A common type of setting.
* UniversalSystem: Almost anything goes in Microscope--except it doesn't handle time travel particularly well because gameplay is already non-linear.
* WorldBuilding: The emphasis is on the history of the world rather than precise detail, but a robust world can emerge after enough sessions.
There is no GM. Together the players create a {{Mythopoeia}} that grows organically by turns. The big picture is epic in scale, but it is called ''Microscope'' for a reason: players can zoom in on any of the periods of their emerging history and start a scene, which they and other players participate in. That scene might inspire another historical event, or even another historical period. New parts of the timeline can be created in any order.
----
Microscope contains examples of:
* AlternateHistory: The alternative to full-blown {{Mythopoeia}} or future settings.
* {{Backstory}}: Scenes and Events can be this for each other.
* {{Bookends}}: The beginning and end of the history are chosen at the start and tend to be linked thematically.
* ConstructedWorld: The result of a game--though a game can go on indefinitely, more and more detail being added to the world.
* DeathOfTheOldGods: A frequent major plot point.
* InMediasRes: Scenes are often done this way. The purpose of a scene in ''Microscope'' is to answer a single question, as dynamically as possible.
* {{Mythopoeia}}: The main point of the game.
* TheDarkTimes: Events have either a Light or Dark Palette.
* TheEmpire: A common theme.
* TheRolePlayer: The main kind of player this game tends to attract. There is no dice rolling required at all.
* RuinsOfTheModernAge: A common type of setting.
* UniversalSystem: Almost anything goes in Microscope--except it doesn't handle time travel particularly well because gameplay is already non-linear.
* WorldBuilding: The emphasis is on the history of the world rather than precise detail, but a robust world can emerge after enough sessions.