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Daeren posted:Oh for God's sake, it's some pretty bad prose but looking at it and declaring that the golden age of elfgames is dead is putting the cart about ten miles in front of the horse, especially after Demon and how hyped everybody in here was getting for Dark Ages. he's right though, the fact that this is being written an submitted for public approval in the first place, let alone the immediate public approval, cannot be denied as a sign of things to come
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# ¿ Apr 13, 2015 08:23 |
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# ¿ May 6, 2024 05:48 |
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Well, all the other CoD games all have fully developed antagonist factions with their own history, organization, and footprint on the world. Mage would be a much worse game if it just left it at "other mages will cause you problems," but instead it has the Abyss and the Seers in addition to plenty of divisive clashes between the player factions. Werewolf and Vampire could just be Gangs with Fangs, but they're much better with the spirit ecosystem, Strix, VII, Idigam, the Pure Tribes. Etc. Geist just leaves it at "there are ghosts who will cause you problems" and that is not great. There aren't even internal player factions to hang plots on, let alone antagonists. Every game as written has implicit supernatural conflict, only Geist has absolutely nothing else.
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# ¿ Oct 26, 2017 17:16 |
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nofather posted:Basic Chunnel and cptn_dr thanks for pointing me to the Magnus Archives. I was not expecting it to be so good, I think the point of view really helps and thank god they have some continuity and overarching plot. Is there a good inspiration fodder horror fiction podcast out there right now that doesn't go down the oWoD-style metaplot route? Something that leaves a little ambiguity more appropriate to the "overflowing with uncategorizable weirdness" themes of nWoD/CoD?
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# ¿ Mar 20, 2018 08:00 |
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blastron posted:My Mage players are gearing up to infiltrate a Seer operation, which is a mid-sized tech company. I want the big defensive trap to be a pocket dimension that’s an infinite maze of open-plan office space that gets weirder and weirder the further in you go, to the point where they’re constantly being attacked by animated office equipment in a jungle made of towering standing desks and trash cans overflowing with paper. If the trap is meant to protect the Seer sanctum or some macguffin, it doesn't really need to stop people from leaving it. Just make whatever the players need to find/do at the "solved" heart of the maze (however they figure that out,) if they teleport out of it or use some other brute force then they're out if it but they still don't have what they need/haven't gotten where they need to go. Just because they're the Seers doesn't mean they have to make inescapable deathtraps, it's enough to just deter and divert.
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# ¿ Jun 14, 2018 21:50 |
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blastron posted:What would be a fun thing to throw at a party of eight-year-olds who have been ripped from their ordinary lives in the past, had their heads crammed full of Supernal knowledge, and shoved into a world made of ephemeral entities with no real way out? Have each one of the characters send the players through a short mystery play/spirit quest of their childhood fantasies ie "when I was 8 I wanted to be a veterinarian" turns into a child's interpretation of a vets office populated with spirits who have to be bargained with in their vet office roles: "I am the big scary dog, you have to give me a shot so I can feel all better, but I'm so scary!" Have the challenges flavoured to reflect to their favored arcana. Let the character's player run each mini-scenario if you want to be more improvy about it.
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# ¿ Aug 5, 2018 07:30 |
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PST posted:
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# ¿ Aug 5, 2018 11:42 |
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Shockeh posted:You did however heavily implicate it about anyone who didn't subscribe to the entire 'Traditions are Good, Technocracy are bad' theory. And that's at least rude, if not outright offensive. it's the text. the core message of the original text, the thesis of the setting, is that the traditions are good, and that the technocracy is bad. you can contest that thesis, ok, but it's insane to call it personal slander when someone just reiterates the core thesis of the text.
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# ¿ Nov 1, 2018 08:12 |
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Crasical posted:It's a group of folks who all chose to play High-Karma characters in New Vegas. Maybe we're playing the game wrong, or maybe Deviant isn't the book for us. I asked if other people who currently have games currently get into that sort of morally-ambigious collateral-damage behavior often because I wanted to know if we were in the minority. If GimpInBlack and Dave are any indicaton, that does seem to be the case. I'm pretty sure the high end of the morality scales exist to empower and give mechanical hooks to moral play just as much as the low end exists to empower and give mechanical hooks to amoral play. You can run a game of Vampire as a tragic struggle against the parasitic condition inflicted on you or as a downward spiral of decadence and self-justification, both modes of play are poignant and valid. It seems weirdly premature to assume that Deviant will only support one kind of playstyle. It definitely seems to be pointed at the kind of self-destructive climax that is common to the stories in its source material, but how your group actually gets there ought to be up to them, I see no reason why it couldn't be noble self-sacrifice to make sure nothing as awful as what happened to them ever happens again or whatever. Or a story about trying to perpetually stave off that seemingly inevitable climax. There's a lot of fertile ground.
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# ¿ Mar 2, 2019 11:51 |
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Gotta say this first look seems to be equally misguided as SIGMATA in its conception of the protagonists as feasible opponents against monstrous systemic oppression, and if anything that odious achievement deserves some kind of recognition.
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# ¿ Apr 17, 2019 06:54 |
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# ¿ May 6, 2024 05:48 |
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# ¿ May 14, 2019 15:44 |