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Morton's List: The End To Boredom Gameplay

Designer: Robert William Bruce, Richard Jess Deneaux, Nathan Andren Fostey

Publisher: Dark Carnival Games LLC

Year Published: July 13, 2001

Paperback: 402 pages

# of players: 3 or more players

Playing Time: unknown

Suggested Age: 13 and older

Category: the first Real Life Game (RLG)

Website: www.mortonslist.com

Gameplay

1) Agree to Play
A group of players (generally 3-12 and hereafter referred to as the Inner Circle for the duration for game play) gather together and begin by agreeing to play Morton's List. Although they do not yet know what activity (called a Quest) the game will give them, they commit a certain amount of time to accomplishing it (generally one hour).

2) Determine a group leader
A group leader (called the Table Master) is randomly determined. This may be done by any random means the Inner Circle unanimously agrees upon, such as Rock Paper Scissors or drawing straws, but is most often an elimination style roll-off using six-sided dice. The larger the Inner Circle the longer this process stakes, so those numbering seven or more often modify the roll-off or choose another method entirely. The Table Master's role is to guide the group towards activities that will be the most fun for the most people, and has final say in any disagreement.

3) The Table Master determines the Quest
The Table Master is encouraged to lead the Inner Circle in a simple ceremony (called a Karmic Gathering). The purpose of this is to instill the energy or "Karma" of the Inner Circle into the 30-sided die (called the Morton Boulder) which the Table Master will roll to determine the Inner Circle's Quest. The Karmic Gathering often involves all Inner circle members touching or otherwise interacting with the Morton Boulder, and can be as simple or elaborate as the Table Master wishes. Dimming lights, playing music, wearing headdresses, rolling on unusual surfaces, etc. - anything that turns a simple roll of the die into one befitting a roll that will determine the Inner Circle's real life fate for the length of the game.

The roll to determine the Inner Circle's Quest begins on page 13 of the Morton's List game book, which is titled "Morton's List" (where the game gets its name). The Table Master simply rolls the Morton Boulder, compares the result to the list, and turns to the page indicated. This will usually be one of the 13 sections (called Tables) the game is subdivided into. Each Table has a different theme, and contains 27-30 Quests:

  Tables # quest  
The Nine Prime Tables Solar Rise 28 daytime Quests
Cosmic Law 27 orderly, rule-following Quests
Mortal Ties 28 social Quests
Lore Galore 28 knowledge and science Quests
I'm Neutral 27 miscellaneous Quests
Mountain 28 physical Quests
Vision Quest 28 creative and self-awareness Quests
Chaos 27 unruly, risque Quests
Nightscape 28 nighttime Quests
       
The Triumvirate Tables Yang of the Sky 27 selfless, helpful Quests
Rainbow Dragon 27 inwardly focused Quests
Yin of the Earth 27 selfish, mean-spirited Quests
       
The Singularity Table Twilight Scroll 30 lofty, mythical, life-long Quests

Once at a Table the Table Master rolls another time, usually resulting in a specific Quest. There are many Special Results that can be rolled on a List or Table. These include...

Gateway Roll three separate Quests and choose one (on Morton's List and List of Life)
13 Results vary, but always move towards stopping the game or eliminating options (on every Table and List except Twilight Scroll)
Mutations Activities done before and/or during a Quest, such as wearing a costume, adopting an accent, etc. (on Morton's List and List of Life)
Deviations Modifications to the game's rules, such as changing the Table Master's role, combining Quests, etc. (on Morton's List and List of Life)
Pandora's Box A combination of Gateway, Mutations and Deviations (on Morton's List and List of Life)
Window of Dreams - Choose a Table. Choices based on where Window of Dreams is encountered (on Morton's List and List of Life)
The Window Roll again and choose from among the Quest rolled, the one above or the one below (on Solar Rise, Mortal Ties, Lore Galore, Mountain, Vision Quest and Nightscape)
Dimension Window Roll again and choose that numbered Quest on the same Table or two others. Choices based on where Dimension Window is encountered (on Cosmic Law, "I'm Neutral," Chaos, Yang of the Sky, Rainbow Dragon and Yin of the Earth)

4) The Inner Circle discusses the Quest

Once the Inner Circle's Quest is determined, they discuss how they will accomplish it as a group (called The Winds of Change). The Table Master listens to all ideas and decides on the best course of action.

NOTE: Although the Inner Circle committed to completing their Quest before it was determined, there are three types of objections that any Inner Circle member may raise. If this occurs, the details of how they carry out the Quest may need to be modified, or it may need to be abandoned and a new one randomly determined. These caveats are: Moral Code, Impracticality and Warning Icons.

Moral Code - A person's Moral Code is defined as the blurry line separating those activities they are comfortable doing and those that induce strong negative reactions. For instance, the game may direct the Inner Circle to drink alcohol, but one or more players object to drinking on moral grounds (a willful behavior restriction). Allergies and phobias (un-willful behavior restrictions) also fall into this category.

Impracticality - The impracticality caveat can be raised any time a Quest is deemed impossible or nearly impossible to accomplish after attempting to come up with creative work-around. Seeing a live show at 4am may not be realistic, etc. It should be noted here that two Tables (groupings of 27-30 Quests), Solar Rise (day time Quests) and Nightscape (nighttime Quests) automatically allow the Inner Circle to invoke the impracticality option if reached at the wrong time of day or night while determining their Quest.

Warning Icons - Finally, some Quests have any of the six Warning Icons, indicating that they may require more than the $6 each Inner Circle member should have and be prepared to spend, necessitate a car or other access to transportation, take longer than one hour, be especially dangerous or unlawful depending on the player's age and/or location, or require reasonably pleasant weather conditions. Inner Circle members may raising objections to a Quest that has any of the Warning Icons.

5) Enjoy the Quest

The Quest begins but what happens is entirely dependent on the how the Inner Circle chooses to interpret it. You have to be there.

6) End the Quest

When the Quest is done, the Table Master officially declares it complete and dissolves the Inner Circle. Players may continue playing that Quest, roll a new one or do something else.
At the end of a game of Morton’s List there are no winners or losers, only the memories and real experiences enjoyed.

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