Brian Ryan Price

* 🔹 **Lore Producer:** *reserved for K. Olson of IASiP* 🖤 | **(collect a🔹ncv2 to make it official)**
* 🔹 **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 Pittsburgh Gridlock**

This character's story began in the 1939 Pittsburgh Gridlock inaugural season.

* Full Name: **Brian Ryan Price**
* Position: **Head Coach of the 1939 Pittsburgh Gridlock**
* Age in Chapter: **68 years old**
* Date of Birth: **March 22nd, 1870**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Progress**
* Sideline Fashion: **Rubber Pea Coat**
* Alignment: **Chaotic Evil**
* Demeanor: **Wishful**
* Playbook: **Hammer Horns**

### Demeanor: **Wishful**

Coach Price doesn't communicate well, at all. He just expects things to happen without telling anybody.

### Playbook: Hammer Horns

Brian Price uses high-post screens and threebuchets in the corner.

### Alignment: Chaotic Evil

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Evil** = characters who engage in harmful or malicious behavior. They may act with cruelty, greed, or disregard for the well-being of others deliberately.

## Biography

Brian Ryan Price, born on March 22nd, 1870, in Warren, Pennsylvania, was a man driven by an insatiable desire to coach basketball after witnessing the birth of the sport in his 20s. Inspired by the growing popularity of the sport, Price recognized the potential for success and glory that coaching could bring. Despite his age, he embarked on a coaching career with unwavering determination. Price's ***Demeanor*** was **Wishful**, a rather peculiar approach to coaching. He had a tendency to lack communication skills, often expecting things to happen on their own without clear instructions. This enigmatic coaching style both intrigued and frustrated his players and team staff, keeping them on their toes.

His proudest moment and biggest hope were yet to be discovered in the lore, but Price carried within him an unyielding motivation for progress. He yearned to mold his team into a force to be reckoned with, pushing boundaries and achieving unprecedented success. His vision was fueled by an unwavering belief in his coaching abilities and a desire to leave a lasting legacy. As for the current state of the team, Price's feelings were a blend of frustration and determination. He recognized the potential within his players, but their progress was not matching his lofty expectations. Nonetheless, he remained steadfast in his commitment to unlocking their full potential.

Price brought unique qualities to the team atmosphere as a coach. His **Hammer Horns** ***Playbook*** emphasized high-post screens and threebuchets in the corner pocket, creating an unorthodox offensive style that kept opponents off balance. His innovative approach and unwavering confidence in his strategies set him apart from other coaches in the league. Dealing with the media spotlight was a challenging task for Price. His Wishful demeanor often translated into vague and enigmatic statements during interviews, leaving reporters and fans puzzled. He played the media game with calculated ambiguity, using it as a tool to maintain an air of mystery around himself and his coaching methods. Price's alignment as Chaotic Evil played into his choices as a coach. His unpredictable and impulsive nature allowed him to make bold decisions that caught opponents off guard. However, his disregard for communicating rules and the structure of plays sometimes led to maniacal outcomes on the court. Coach Price is lifelong friends with Assistant Coach Anthony Smith, having bonded over basketball during World War I.

## Details

* Favorite Food: Roast Duck
* Favorite Color: Ruby Red
* Favorite Animal: Wasp
* A Catchphrase or Motto They Think They Invented: "Be Quiet!"
* On-Court Habit: Coach Price almost never stands up.
* Piece of Trivia: Price once won a rubber duck race championship in his hometown of Warren, Pennsylvania. The exact sort of thing people from there do.
* Has a Fear Of: Politicians
* Pop Culture Interests: Jazz music, film noir movies, and surrealist literature about sports
* Love Interest: *None yet discovered.*
* Hobby: Building elaborate sand sculptures

## Fan Letter

The Press Pass (Season One) production team discovered a collection of war-time marches, addressed to the coaches and starting players of the Pittsburgh Gridlock. This particular march was written about Coach Price.

### The Price is Brian

> Oh, behold the coach in his mighty seat,
>
>
> With his rubber pea coat, a spectacle of heat.
>
>
> Aries, the Basketball God, watches from space,
>
>
> As Coach Price dances with Mania's grace.
>
>
>
>
> His fear of politicians, no votes to spare,
>
>
> For on the sideline, he sits, unaware.
>
>
> Chaotic Evil, his alignment unbound,
>
>
> In this enigmatic coach, mysteries abound.
>
>
>
>
> Through Hammer Horns, his playbook ignites,
>
>
> High-post screens and threebuchets take flight.
>
>
> With Wishful demeanor and a seated glare,
>
>
> He commands his troops with a wicked flair.
>
>
>
>
> In our Yellow, our Red, our Black, and our Gray,
>
>
> The Pittsburgh Gridlock march today.
>
>
> Their rubber-coated coach, a puzzling sight,
>
>
> Leads them into battles with might.
>
>
>
>
> So raise your voice, fans, in a unified cheer,
>
>
> For Coach Price and his reign of fear.
>
>
> In the Porridge and the Pocket, shots will prevail,
>
>
> With Hammer Horns and Mania's tale.
>
>
>
>
> In this Aries-led saga, the coach's will is prime,
>
>
> Progress his goal in our realm of time.
>
>
> Oh, Coach Brian Ryan Price, the Chaotic Evil sage,
>
>
> He leads the Gridlock across Mania's stage!
>
>
>
> ~ Signed, Dick Foster Fork, from Pittsburgh, Pennsylvania.
>
>

## 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 Pittsburgh Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The East Bay Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Bay Area Traffic*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Brian Ryan Price*** 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