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01/19/08(Sat)00:53 No.1036134The thing is that the best ideas in this thread are the ones that involve things happening. Giving the players a book through the pulley system gives them something to do and analyze, and that's not very boring at all. The whole point, the OP said, was to be boring.
I think that this could be good. But it needs to be much more subtle for OP's idea to come across.
The setup is important. Have them spend a large amount of time building their characters. Require them to have a very detailed background. Someone mentioned an intensive training program, I like that idea. Have a large amount of ultimately useless background information on the world they're in. Just, you know. Lore, history, things like that. You don't have to make it, just find fiction that fits with your setting that the players have probably never seen, print it out and tell them to familiarize themselves with the world.
A lot of these ideas are about the surreal, but I think that's too interesting for OP's idea. This setting, I think, needs to focus heavily on the mundane. There needs to be almost no stimulation from the GM, it all needs be invented by the characters.
Even though there may be a complex system and background and training program, never even hint that there's anything going on. Give them all this information, tell them that they're stationed on the wall as a routine patrol, and never give them any clues that there's anything bigger happening.
The interesting part will be the interesting things that the players invent. |