So I guess becoming a Stereotype is just as bad as getting Forgotten.
The Pilot Episode- the character's have made the cut and the gnere, setting, characters, personalities are now completely defined. The game's goal is to play out a first book, pilot episode, movie, whatever it is that they are getting Canonized as. The GM/plater goal here it to make the final product as good as possible, make the game as great a story as it can be and make the characters as memorable as possible. Hopefully you the players have actually succeeded at having fun and adding to the universal Archetypes in some interesting, new, memorable way.
>This is amazing. I'm sturggling to think of how you would be able to properly define the endgame though.
I think it's really just "when the GM and players are happy with it" The goal of the players, echoing that of the characters is just to tell a good story and have fun. When you think you've got it down, great! Having some actually crunchy rules wouldn't hurt certainly.
I think in doing the little campaign theorizing I just did I hit on some good things.
A) over-time the ideas that you play as become the unique ideas of a single person. This is where you are really invested, if that person abandons you, it's over and you could get Forgotten, or maybe possibly picked up as a far reduced entity that only exists in idle daydreams of lesser minds.
B) The GM controls the "real people" that are doing the thinking. What they are actually doing (having a brainstorm in a corporate office, playing on a playground) is just a plot/flavor thing. The point is that the GM controls the "world and NPCs" as usual- these are the things that these people are thinking of. The players play the Ideas that have to react to these threats and scenarios that the people dream up- obviously the real people assume that these are their own thoughts, but the Ideas know better.