John Grisholm Slack

* 🔹 **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 Columbus Dutch**

This character's story began in the 1939 Columbus Dutch inaugural season.

* Full Name: **John Grisholm Slack**
* Position: **Head Coach of the 1939 Columbus Dutch**
* Age in Chapter: **58 years old**
* Date of Birth: **January 14th, 1881**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Build a Dynasty**
* Sideline Fashion: **Team Color Jumpsuit**
* Alignment: **Performative Innocence**
* Demeanor: **Loud**
* Playbook: **Based**
* Character Level: **1 *- Rookie***

### Demeanor: **Loud**

Coach John Slack has a voice that fans can hear in the nosebleeds.

### Playbook: Based

John Slack uses a playbook that relies on unabashed physicality.

### Alignment: Performative Innocence

* **Performative** = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **Innocence** = idealistic characters who do not have a strong sense of the alignments of others and are naive,  gullible, and/or lack experience. They may act in high regard for others without judgment, to a fault.

## Biography

John Grisholm Slack was inspired to coach basketball after years of observing the game's rapid rise in popularity throughout the 1930s. His love for strategy and mentoring young talent drove him to become a coach. He was motivated by the opportunity to create a dynasty in professional basketball, aiming to do so with the newly-formed Columbus Dutch in the inaugural BSofA season. John's proudest moment discovered so far was when he was chosen as the first-ever head coach of the Columbus Dutch. He saw this as a chance to make his mark on the sport and was excited about the young talent on the team. John's unique quality was his ability to maintain a balance between his Performative Innocence alignment and his loud demeanor, which allowed him to keep his reputation intact while energizing his players.

John's biggest hope was to create a winning culture and a strong fan base in Columbus. He dealt with the media spotlight with grace and humor, always putting the team's image first. His Performative Innocence alignment sometimes made him appear naive, but this only endeared him further to the fans and players.

## Details

* Favorite Food: Cabbage
* Favorite Color: Nederlorange
* Favorite Animal: Cardinal
* A Catchphrase or Motto They Think They Invented: "Speak Loud, and carry a Based Playbook!"
* On-Court Habit: He often wears sunglasses
* Piece of Trivia: Won a regional championship in bowling
* Has a Fear Of: woodpeckers
* Pop Culture Interests: Mark Twain enthusiast
* Love Interest: Christa Normaline Slack, his wife of 22 years, and one of the Assistant Coaches of the 1939 Columbus Dutch
* Hobby: Amateur ventriloquism

## Fan Letter

The Press Pass (Season One) production team discovered this series of limericks from from an Avon Lake couple, written to Coach John Slack shortly after he completed recruiting the roster.

### No Slack, Slack!

> In Nederlorange jumpsuit bright,
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> Our coach stands out, a wondrous sight,
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> On Dutch sidelines, he's a star,
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> His voice so loud, it travels far.
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> With Pisces aspect by his side,
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> Wood element, our team's pride,
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> John Grisholm Slack, our man,
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> He leads us with a master plan.
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> He fears the woodpecker's sharp beak,
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> But on the court, his voice does speak,
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> A bad ventriloquist in his time,
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> With Christa Slack, his love sublime.
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> His shades indoors, a sight to see,
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> A champion of our Dutch, is he,
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> So raise your voice and sing along,
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> For John Grisholm Slack, our fight song!
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> ~ Signed, Petyr Yancy Fields and his dear wife Patty Veronica Fields of Avon Lake, Ohio.
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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, names of people, previously-established Lore, 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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Columbus Dutch*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Cleveland Dutch*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***John Grisholm Slack*** and *all storytelling directly* related to this fictional character is/are defined as an intellectual property contained by the **Press Pass: All Access franchise**, available to be 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