This is a remixed version of Everyone is John, where instead of John, you play as Mazotori. In this game, One participant is the GM, or, “Everyone Else.” All of the other players are different alters in Mazotori’s head. The idea of this game is to get to know different parts, and understand what it is like to co-operate a body.
Each player character will need:
something to track will power; a piece of paper & tokens or a counter of some sort.
a six-sided dice
Their charachter card
The GM will need:
These rules
a six sided dice
You really only need one die, but it might be easiest if every participant carries one for play.
Mazotori is a person with DID, who is from Minneapolis. Like John, Mazotori is a body that is “operated” by many different personalities. Mazotori is not terribly competent; they have difficulty with a lot of things that you and I might take for granted. Whenever Mazotori attempts anything that an ordinary person might have any chance of failure at, they needs to roll for success.
The alter who is currently in control of Mazotori does the rolling. If that alter has a skill that covers the challenge, the alter needs to roll a 3 or higher on the single d6. If it doesn’t have a skill, it needs to roll a 6. However, before the roll, the alter can spend any number of Willpower points to get a +1 per point spent on the die roll. This can make success automatic.
Alters are the Player Characters of Everyone is Mazotori. They are defined by the following:
Willpower - A pool of points that the Alter can spend to take control of Mazotori or improve its chance of success in any given action. Willpower will go down and up a lot in the game, so it might be easier to represent it with tokens or a counter rather than numbers on a page. The starting value is listed on their card.
Skills - Each Alter has two skills. These are listed on their card.
Goals - This is kind of like a winning condition: if you complete your goals more than other alters complete their goals, you win. goals come in three grades: Level 1 (pretty easy to accomplish), Level 2 (more difficult or risky), and Level 3 (nearly impossible to accomplish). The harder goals count more than the easier ones. Pick goals that you think are in line with the alter you are playing. Examples are shown on your card.
Alters also have different genders, sexualities, ages and pronouns listed on their card for reference. Alters also have a “rarity” which represents how often/easily they are “in control” of Mazotori in life, though this does not impact gameplay. (⚫ common | ▲ uncommon | ◆ Rare | ★ Mythic | ☆ Artist Promo)
Players can select alters however they wish.
Becoming the active alter is a bit of a challenge, though. Whenever Mazotori wakes up or gets hurt, a test for control of Mazotori happens. Also, whenever the currently active alter fails a roll or completes its obsession, a test for control of Mazotori happens.
When a test for control of Mazotori occurs, all of the alters who are interested simultaneously bid one or more Willpower points (if you’re using tokens for Willpower, it’s easiest for everyone to just hold out the tokens in their closed hands, and then, when everyone’s ready, reveal the number of tokens). Alters don’t have to bid if they don’t want to (and you can hold out zero tokens if you want to fake out the other alters). The highest number of Willpower becomes the active alter. If multiple people bid the same highest amount, then they roll off to see who becomes active.
The alter who becomes active loses the amount of Willpower it bids. All others keep their bids. It’s perfectly acceptable for the previously active alter to win a bid and remain active.
Whenever Mazotori wakes up, the struggle for control of Mazotori happens before the GM describes the situation Mazotori wakes up into.
Mazotori is pretty easily distracted. Whenever nothing exciting is happening for ten minutes or more (such as on a bus ride or the like), the GM should roll a die. On a roll of 4 or higher, Mazotori goes to sleep and wakes up whenever (prompting a struggle for control of Mazotori). When Mazotori naps like this, all of the Alters gain one Willpower.
Play begins with Mazotori waking up in the morning (and a test for control of them). The GM then describes the circumstances into which they wake up. The alter may have no idea how they ended up where they awake.
At this point, the alters should start working on fulfilling their obsessions and avoiding getting Mazotori hurt or killed. Inevitably, their Willpowers will decrease. Once all of the alters are out of Willpower, Mazotori sinks back into sleep, and the game session is over.
At this point, the alters reveal their goals and count up how many times each was filled. Note that it counts for you if someone else is fronting and fulfills your goal.
Now, multiply the number of times you completed your goals by 1 for level 1 goals, 3 for level 2 goals and 10 for level 3 goals. That’s the number of points you have. Highest number of points wins the game!