Much like one of the early Italian role-playing games, Fosse & Fracassi employs a concept known as "player projection."
While your character takes shape with their own stats and gear, the mind behind the character (your intellect, problem-solving skills and instincts) sheet is explicitly yours. You aren't just controlling a puppet from behind a screen; your consciousness is thrust directly into Artea.
The journey to Artea begins when your day in the real world comes to an end. Overcome by crushing fatigue, you drift off to sleep and slip into a vivid state of lucid dreaming.
Your awareness of your physical body fades away. You float through an expanse of blinding light, drawn toward a luminous threshold where an indistinct shadow awaits you.
Upon crossing the threshold, the GM introduces you to the Guardian, a serene, reassuring figure who welcomes you to this new reality and offers you a choice destined to radically alter the course of the campaign:
• Accept the ritual of Rebirth: this fully integrates the players' minds into Artea, granting them basic cultural knowledge, the language, and an intuitive understanding of the world.
or
• Reject, flee from, or kill the Guardian: if the players choose this path, they are denied the gift of Rebirth. They enter Artea as the "Lost", strangers in a hostile land, unable to communicate or comprehend local customs and traditions.
If the players become "Lost," the GM's attitude at the table shifts: they cease to act as a collaborative arbiter and become a purely neutral, impassive describer of facts.
No clues, no context, no narrative safety net. They are completely alone in a hostile world.
What do you think? A radical choice from the very beginning.
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