I stumbled across a mention of Universalis while browsing through gaming articles and being a fan of Once Upon a Time (and having created my own Lovecraftian-themed version of the game) decided that I'd like to check out Universalis.
The bits that I read on various gaming sites was quite intriguing (if not a little baffling) and the notion of structured, open-ended theme-free storytelling seemed pretty interesting. After ordering a copy of the book and strongarming my board gaming group into trying it out, I was sold on the system.
Without going deeply into the mechanics, the way the game structures the act of storytelling is by creating a "game economy" which restricts (to some extent) just what each player can do when it is their turn or in order to complicate the turn of the current player. Each round, or "scene" of the story begins with players collecting a set number of tokens (coins, beads, precious gemstones, etc.) and spending these coins to introduce characters, objects, narrative actions, etc.
By spending more coins, generic characters can have traits associated with them that give them more importance to the story and the ability to survive messy complications that might arise later in the tale. By spending more and more tokens on a character or object or location or concept, it sets a value to that element that must be paid for by an opposing element in order to be killed/destroyed/removed from the story.
What occurs is a back-and-forth of players spending tokens to add traits like "no-nonsense" and "crack-shot" and "tough guy" to the private dick character whose story is being told while other players are spending coins to inroduce hazards and plot complications.
I should stress that it is not a system where any one player "wins" by having "their" characters prevail. Since any character or creation can be taken over by any player and have traits added or removed at any time, there is an "open-source" nature to the story. All of the players are working together to fit their own pieces into a bigger story and the conflict of the game arises when one players thinks he has a better idea where to take things than the others.
The system is quite abstract when first encountered (which makes it VERY difficult to easily sum up in a single page review) but gradually begins to gel by the second or third session. At that point, players begin to mutually agree upon ways to modify the game system on the fly to cater to their own particular style of play. Increasing intra-player conflict, or controlling the chaos, or whatever modifications are desired by the gaming group.
For roleplayers, it's an opportunity to participate in a game that rather than being "GM-less" is more of a situation where all of the players are taking very fluid shifts at being temporary GMs. The upshot being that there are many more surprises than in the typical rpg session since any single player of the group might introduce utterly unexpected elements and complications for the group to work out.
I have not played the game with less than 5 people and imagine that 3 would be the absolute minimum to get enough cross-polination to create a decent story but that seems a reasonable feat. The end result is a story that has as much or as little "roleplaying" as each player feels comfortable with and a chance to participate in crafting a story on the fly that can be quite satisfying.
The game takes some time to fully digest and to feel comfortable with the rules but it's certainly worth the effort.




























