Guy Garry Johnson

* 🔹 **Lore Producer:** *Unclaimed*
* 🔹 **Register PP:S1\_V2:** *collect a🔹ncv2 to claim and register your ownership over this character.*
* 🕯️ **Performer(s):**
	+ Era 1 (1939-1948): *N/A*

## Active Lore Chapter: **1939 Minnesota Menace**

This character's story began in the 1939 Minnesota Menace inaugural season.

* Full Name: **Guy Garry Johnson**
* Chapter History: **#1 • 1939 📓**
* Position: **Head Coach of the 1939 Minnesota Menace**
* Age in Chapter: **44 years old**
* Date of Birth: **November 19th, 1894**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Excellence**
* Sideline Fashion: **Canvas Letterman-Style Outfit**
* Alignment: **Contrarian Sleaze**
* Demeanor: **Halitosis**
* Playbook: **Paintball**
* Character Level: **1 *- Rookie***

### Demeanor: Halitosis

Coach Guy Johnson got way too close to others when talking, even during games.

### Playbook: Paintball

Coach Johnson used a playbook that focused on drives to the basket, infiltrating the porridge.

### Alignment: Contrarian Sleaze

* **Contrarian** = characters who value going against the group mentality and/or the status quo, even if it’s inauthentic.
* **Sleaze** = characters who are opportunistic and willing to do whatever it takes to get ahead. They may be unscrupulous and act without regard for others.

## Biography

Guy Garry Johnson, a native of Detroit, Michigan, stumbled into the world of basketball coaching through a rather peculiar path. His career began as a dentist, but an unexpected twist of fate led him to embrace the game of basketball. After watching a particularly intense basketball game where he witnessed the physicality and competition, he found himself strangely drawn to it. His dad, Falling Feather Johnson, was a Neshnabé (Potawatomi) man, and his mother Celeste was a French woman. Little has been discovered about either of Guy's parents.

Guy Johnson wanted to challenge the conventions of the sport. He valued going against consensus and shaking things up, even if he agreed with the consensus. This mindset led him to develop his own ***Playbook***, known as **Paintball**. It focused on players driving into the porridge with an intensity that defied tradition. Known for his **Halitosis *Demeanor*** he had a habit of getting in the immediate space of others when talking to them, even during games. It was a rather unorthodox approach to motivate and communicate with the players, and it garnered mixed reactions.

He strove to achieve excellence, not just in winning games, but in redefining the boundaries of basketball itself. His proudest moment, so far discovered, was when he extracted a tooth and threw it across the room into a cup. Sinking the shot, he felt a need to change his career, and support professional competition with his skills and schemes in some way. He dawned his old Letterman outfit, entirely made of canvas, and attached himself to a new journey of fate. He was known to wear that jacket regardless of the occasion.

In the media focus, Guy Garry Johnson's nature often led to controversial statements and unpredictable behavior. He became notorious for giving candid, unconventional interviews, further fueling his reputation. For a time, Guy Johnson traveled with a group of Detroit sport hunters as their road dentist, tending to the incredible damage their chewing tobacco habit did to their mouths. The tooth travel brought him to Saint Paul in June of 1938. Upon hearing General Karns plans to start a basketball team at a local speakeasy, he offered to coach, and Karns welcomed him on as an assistant.

## Details

* Favorite Food: Onions and Potatoes
* Favorite Color: Chartreuse
* Favorite Animal: Bass
* A Catchphrase or Motto They Think They Invented: "Why play by the old rules?"
* On-Court Habit: Coach Johnson would use his old dental equipment as props during practice.
* Piece of Trivia: Coach Johnson liked to get tarred and feathered for fun.
* Has a Fear Of: Flossing
* Pop Culture Interests: Experimental Ragtime, Surreal Cinema, Books about Human Biology.
* Love Interest: *Not yet publicly known*
* Hobby: Taxidermy, Creating Animal Hybrids.

## Fan Letter

The Press Pass (Season One) production team discovered a collection of chansons, addressed to the coaches and starting players of the Minnesota Menace. This particular song was left for Assistant Coach Guy Johnson.

### Guy Johnson, the Tooth Traveler

> In his canvas Letterman, there stood Coach Guy,
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> A testament to Gemini,
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> Halitosis Demeanor wherever he'd go,
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> His Paintball Playbook put on a show.
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> Chartreuse was his color, electric and bold,
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> In our world of Pressure, his story was told,
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> With dentist tools in his shaky hand,
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> He'd pull stained teeth all across the land.
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> "Why play by the old rules?" he'd often say,
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> Pushing the limits in his unique way,
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> A dentist's touch with a surreal approach,
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> Guy Garry Johnson stood close, an obnoxious coach.
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> In the porridge, they dived, defying the norm,
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> Coach Johnson made Menace players perform,
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> In his old canvas Letterman, his legend grew,
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> An iconoclastic coach, daring and true.
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> Potatoes and onions, his favorite food,
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> But he stood so close, he was really quite rude,
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> A Detroit dentist, his practice revealed
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> The best patient decision was to keep their lips sealed.
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> A tooth traveler, Coach Guy cleaned some molars,
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> From Detroit to Saint Paul, the hunters' cajoler,
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> He loved all the fame, he loved all the light,
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> He loved controversy in the media's sight.
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> ~ Keep up the Pressure - signed M. I. Lancaster of Minneapolis.
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## Character Tree

Add 20 levels to each branch when you register this character for 60 additional levels, total.

## Conflict Interactions

A **Conflict Interaction** in the **LoreGame** is the "combat system" that drives the story forward and allows players to shape the direction of the lore. **Conflict Interactions** occur when two or more characters disagree on... anything at all. Conflict Interactions also occur anytime a character exhibits self-righteous prescriptivism — aka **SRP —** that challenges the story's direction. Role-players in a **Story Bead** *(12-16 players, focused on one story arc)* can trigger a **Conflict Interaction** on any disagreement, no matter how benign. **Lore Producers** engage in a competition to determine which outcome shapes the **Official Canon** of the characters, the team, and the **Press Pass: All Access** storyworld.

* 0-11 levels = **Rookie**
* 12-33 levels = **Veteran**
* 34-55 levels = **Role Player**
* 56-77 levels = **Specialist**
* 78-99 levels = **Star**
* 100-121 levels = **Superstar**

### Key Details on **Conflict Interactions**:

1. Each character has three (3) **branches** with twenty (20) **facets** in each branch.
	1. Only four (4) facets in each branch may level past 77. Characters have earned "Star-level [facet]."
	2. Only two (2) facets in each branch may level past 99. Characters have earned "Superstar-level [facet]."
2. **Conflict interactions** are built around the **Fulcrum Facet**, which determined by immediate voting by other **Lore Producers** in the Story Bead.
	1. The top vote-getting facet becomes the **Fulcrum Facet**, and the three runners-up become **Sideline Facets**. Ties result in random selection from the most popular choices.
	2. Players can **Vouch** or **Vote**, but not both.
3. **All characters involved** in the **Conflict Interaction** roll **their specific** **level cap** in the **Fulcrum Facet**, which is the same for all participants. No multipliers, no fancy angles. **Levels 1 through 5 always roll a lv 5 cap.**
	1. Characters use a random number generator to determine the outcome of their rolls, with higher results leading to victory.
	2. The win produced by the **Conflict Interaction** shapes the immediate direction of the lore.
	3. **Conflict Interactions** explain WHY things happened, but they cannot change determined canonical details, aka "story cement." The LoreGame always builds with "yes, and" respect towards the previous material. Game scores, playoff seeding, team names, and team names in other professional sports and Lore War Championship winners are examples of such **story cement**.
4. The winning character(s) can choose one **Facet** from the **Sideline Facets** to add a level to as a result of their **Conflict Interaction** win.
5. Up to five (5) characters can **combine their levels** (vouching) to form a **Faction** in a **Conflict Interaction**. A minimum of two (2) characters is needed to form a **Faction**.
6. Up to five (5) **Factions** can participate in a **Conflict Interaction**.
7. If a **Faction** wins the **Conflict Interaction**, all winners in the faction may choose a Sideline Facet to add +1 level to. They will have the same three choices.
8. Any character in the **Story Bead** can choose to **Vouch** for a character in a **Conflict Interaction**, forming a **Faction**. Vouching characters always add their precise and exact level cap to the **Faction's** roll, even if it's just 1. All characters who **Vouch** for another must not **Vouch** for others the following three (3) **Conflict Interactions** so the game can have some flow.
9. Any character triggering three (3) **Conflict Interactions** in a row must not be involved in the next two (2) **Conflict Interactions**.

# Copyright and Trademark

* Press Pass (Season One) is a **Scalable Intellectual Property Puzzle™** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Minnesota Menace*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The St. Paul Yoopers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Guy Garry Johnson*** and *all storytelling directly* related to this fictional character is/are defined as an intellectual property contained by the Press Pass: All Access franchise, claimed by a Lore Producer for ownership, creative control, monetization, and role-play within the exact terms provided by Let Me Out Productions.
* 2021-2024 © Let Me Out Productions, LLC. All Rights Reserved.
* 2021-2024 ᴹᴵᴺᵀᴱᴰ Let Me Out Productions, LLC. All Rights Reserved.
* Streaming Agreement: ESLA/EULA 1.0 | Press Pass: All Access