one note, i tend not to like the rule of "you must not discuss mao at all whatsoever" because it's a game that really gets my brain going. i think not talking about the specifics of the rules is a good rule, but i like discussing the game's general structure. anyway, i have been thinking about ideas to maybe direct that structure and make the game a little more controlled-chaotic and coherent and make each session more memorable.
- before playing, discuss a theme to focus around for rules that are devised during the session. examples on my mind lately include stripping/exhibitionism and "the inevitable cyclic", and some things a little less conceptual -
- have some items around the table before play and incorporate them into your rules, examples might be tokens, dice, maybe other less game related items
- incorporate the clouds, the skies, the moon, the sun, the ways the windows reflect sunlight into the room you're in, the multiple-blurry-phasing edges of silhouettes, into your game... somehow.
- start with a base game that isn't basically-uno to add rules to
- decide together on a first rule that alters the base game substantially and that will help direct the ruleset