So the folks that hired me to work at Middle-earth Camp
asked me to come to an adult camp one evening next week, and lead them in a Storyjam. They want to develop a method for group storytelling, around a campfire, which can be repeated by its participants without me present, and imparted to others. The theme (in keeping with Trackers NW's message of reclaiming wilderness skills and the hunter-gatherer lifestyle) is a world reclaimed by wilderness, a modern world going back to primal roots.
I'm gonna teach 'em how to make an Oracle.
So I'd love your help. There's been discussion here and there, about what makes a good grabby Oracle Element, and some clarification on that issue is swell, but what I'm really
looking for is an idea of the composition of elements as a whole. Looking at the "canonical" Oracles, there are several different kinds of Elements. There are driven people, evocative locales, alluring objects. . .can anyone tell me what kind of thought goes into assembling a list of such things? What's a good ratio of objects to people, or people to locations? Are there different sorts of people to be balanced out? And yeah, what ARE the salient attributes of a "person" entry? Of a "locale" entry? And so forth. . .
[EDIT:] I'm also wondering if there's some kind of progression, from Ace to King, of degrees of severity or drama, or anything like that. Oh, and incidentally, I've cross-posted this
on the Lumpley Games Forum at the Forge.
PS I've got more plans than just that for my Storyjam; a framework of game procedures (IaWA-based, but heavily modified for the fireside) and the means of introducing/teaching them is coalescing in my mind. But I'd like to concentrate on Oracles here, and get a strong handle on that from those what've done Oracle Construction.