Every time I’e tried to build Woebegon Inbetween before I came to the same realization, that my game design skills aren’t quite good enough to pull it off. I’m still not good enough, but the week isn’t over yet.

I’ve been thinking about the fruitful void and about one suggestion made in a discussion regarding that theory, to build for relationships, rather than focus on the void itself. With that in mind I started looking at some of the relationships within the concept I had.

- Why do the characters hang together? Because they need one another’s support (no one can do everything).

- Why might other people need the characters’ help? Because they are unable to do everything themselves and lack a group to support them (or cannot accept help from their social group, etc.).

- Why is the star important to the characters? Because the star is the final piece of the group. (I’m thinking that the star gets taken away by the authorities, and the characters’ search for him/her is the main plot.)

- Why do the characters hide from the authorities? To avoid being taken away from the group and lose access to one anothers’ support.

- Why might the characters hide from those who need their help? Because they’re unsure if those people might call the authorities.

- Why might the characters secretly help others? This is the tough one that I’m still working on.

So, there are some parallels in there that could lead to something. The characters are bonded together by their limitations and are in a position to help others with their limitations, but also made vulnerable in the process.

That balance of ability and vulnerability means that whatever mechanic I use will have to focus on finesse, rather than power. For example, a blackjack-style mechanic might work well.

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