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Winner Most Innovative New Product, 2011 Gaming Genius Awards
Nominated RPG of the Year, 2011 Golden Geek Awards
What is Microscope? A fractal role-playing game of epic histories.
Humanity spreads to the stars and forges a galactic civilization...
Fledgling nations arise from the ruins of the empire...
An ancient line of dragon-kings dies out as magic fades from the realm...
These are all examples of Microscope games. Want to explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon? That's Microscope.
You won't play the game in chronological order. You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That's normal in Microscope.
You have vast power to create... and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it.
Mock chronological order.
Defy time and space.
Build worlds and destroy them.
A role-playing game for two to four players. No GM. No prep. Microscope was playtested for two years by over 150 awesome gamers.
- Sales Rank: #27255 in Books
- Published on: 2011-02-23
- Number of items: 1
- Binding: Perfect Paperback
- 80 pages
Most helpful customer reviews
29 of 32 people found the following review helpful.
A New Kind of Game so Novel it Needs a Warning Label
By desicant
This game should come with a warning label.
The object of the game is to remove barriers to collaborative storytelling, allowing the players to become peers in the shaping of their joint narrative. It achieves this by removing the worst aspect of group world building, what the author calls "nuking Atlantis". This handy phrase describes those occasions when someone in the group has chosen to undo everything the group has created in such a fashion that it is definitively catastrophic to the setting. The mechanics get around this by removing the finality of any, and every, action. Indeed, why nuke Atlantis if you know that the rest of the group will just move to another time and space before or after that happened?
In some sense this derails the value of the nuclear option by allowing the group to ignore it while keeping it canonical - as any bully knows their is no payoff in people ignoring you.
This game is rife with smart and delicate mechanisms which undermine negative group dynamics but it comes at a cost in terms of traditional game play. Remember when DM's guides had to include in the preface that roleplaying games didn't have winning conditions because nobody knew what that meant? This is just as fundamental of a shift in what it means to play a game - and it should come with a warning label:
No Winning Conditions
No Competitive Gameplay
Don't expect to win and don't play to compete.
15 of 15 people found the following review helpful.
Excellent RPG for worldbuilding and newcomers!
By Jasmine
This is great for people with active imaginations, creative writers, or even older children. There's no limit to what you can imagine and the rules explain everything so clearly. It takes a few plays for everyone to figure out how it works, especially with no given dungeon master, as everyone plays equally all around.
I would really like to recommend it as it was the most fun roleplaying I've had in quite a while.
8 of 8 people found the following review helpful.
Interactive history
By Edward MacGregor
By 'interactive,' I mean, you create the history, and you interact with the other players.
And by history, I mean the logical, yet incomprehensible story that leads people or places or nations or whatever from one point in time to another. Parts are well understood and well documented. Parts are vague or completely hidden.
In this game, you get to decide which parts are which and why, and make a grand tapestry of a story that belongs to you and the other players.
The rules are phenomenally well written, making the counterintuitive subject matter easy to understand. The examples are inspirational. The game is fun, and can last as long as you want.
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