What You Want
Rick Neal
grendel at pangea.ca
Thu Feb 11 16:04:08 PST 1999
> Okay, UA fans: you've probably heard that there are a number of UA books
>basically written and in the pipe for development. However, once those get
>extruded into your waiting hands, which of the following do you think you'd
>most want to see?
>
> "Mature Audiences" - The Pornomancer sourcebook.
> "One Bourbon, One Scotch, One Beer" - The Dipsomancer sourcebook.
> "Flesh for Fantasy" - The Epideromancer sourcebook.
> "Godwalker" - A UA novel
> One (or more) of a series of small, cheap books on individual cities.
> A book with a long, integrated campaign that has serious repercussions for
> the UnAverse.
> "One Shots 2" - More unconnected short adventures. ("One Shots" is in
>development.)
> "Grand Secrets" - A bunch of red herring adventures and material.
>
>
> Just curious.
>
>-G.
Mmmmmm. More stuff. I like that.
Personally, I would be most interested in One Shots 2 and Grand Secrets,
just because they would seem to have the most universally useful
information. I'm sure I'm not the only GM out there with the apparent
inability to use any canned adventure as written. Nope, gotta tweak,
stretch, distort, butcher, steal outright... You know. The Campaign idea
is interesting, but limiting. Serious repurcussions for the UnAverse...
don't think I like that. I look back at something like that grand, old
CoC campaign, Shadows of Yog-Sothoth. Great globetrotting adventure with
serious repurcussions, but FOR THE PLAYERS, not for the world. R'lyeh
sinks at the end, but if you've looked ol' Squidface in the eye, you're
not really in a position to care. That's the kind of thing I like.
As far as the schools of magick sourcebooks, I'm ambivalent. The focus is
quite narrow, and would tend to codify the idiosyncrasies of the
practitioners a bit too much for my taste. I've always thought that
magick in this world should be a deeply personal thing: your special
relationship with the cosmos, as it were. What I would like to see along
the magick line is:
1. New schools
2. Clearer explanations of the random magick rules
3. A step-by-step example of creating a school of magick, to illuminate
the authors' thought processes. One for archetypes would be handy, too.
This would just add a little focus to my own muddled efforts.
Maybe these things will be in Post-Modern Magick. That'd be nice.
Now, game fiction... I've read soooooo much bad stuff for good games. I
give the benefit of the doubt to our illustrious authors, but... I'd be
leery.
Well, those are my thoughts. Gotta end this post now, 'cause I'm fresh
out of ellipses.
Rick Neal
It is always best to be a little improbable.
- Oscar Wilde
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