Card · SO-17
Stranger
Role relationships
Stranger
Frame · Role relationships social
Unknown, unassigned, received with distrust and curiosity – the stranger does not belong and brings change.
Design question – In your game a stranger appears. What does the stranger bring – knowledge, danger, new perspectives? And how does the existing order react?
Reference example – The Witcher 3: Geralt is the stranger everywhere, needed and eyed at the same time. Stardew Valley: the newcomer in the village first has to win people’s trust.
Associations
- Typical Activities – Arriving, Observing, Adapting, Disrupting (the existing order)
Coherence
Activities: Arriving, Observing, Adapting, Disrupting (the existing order). Mechanisms: Event (arrival as an event), Asymmetric Information (the stranger knows something different), Reputation Track (building trust), Cultural Exchange. Ludic Organisational Structures: social order (challenged by the stranger). Ludic Social Structure: asymmetric (the stranger has a different state of information); an onboarding mechanism is possible.
Belongs to the stack
- Social
- Social (18 cards)
- Ludic Frame
- To the term
- SO-16 Hunter and Prey
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- SO-18 Kin
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