(UA) This Is The City (take 2)
Steven Kaye
box_nine at ix.netcom.com
Thu Feb 11 18:46:46 PST 1999
Markleford Friedman wrote:
>In the "What You Want" thread, I suggested "a sourcebook for a fictitious
>city. That way, everything that's printed is canon, and you need not worry
>about making it 'true to life'".
I'd go for this much more than a real-life citybook as well, to be honest.
Give me a Lonely Planet guide and some acquaintances I can get color from
and I'm happy.
>In fact, this is how the main UA book should have been written (once again,
>I'm late to this list: perhaps the following complaint has been made). It's
>nice to say, "yeah, we have a global conspiracy here", but it doesn't bear
>out in the rest of the text. The listed groups are so far separated in both
>geography and power scope that there's little opportunity for them to
>interact without contrivance. If there was One City, and all the groups
>listed resided there, it would make for a more "interesting" time!
Perhaps more groups could be added - right now it's very U.S.-focused - but
One City with all the groups fighting each other seems too contrived for my
liking. Besides, I like the idea of previously unknown magical schools
doing their own thing in the middle of a New Inquisition warzone - they
don't do grandiose plans for world domination, so they don't interact with
all the powermongers.
>Well, this is convenient for some, but it doesn't make for good inherent
>conflict between groups.
WHat about character-based conflict, though? I'd argue that's as least as
important as group-based rivalries. And don't forget those Avatars,
Godwalkers, and Invisible Clergy stirring up the pot for their own
amusement.
>"Imagine you and three of your worst enemies are in a room together, and
>your enemies all hate each other, too. Pretty scary and chaotic, huh? Now
>imagine that there's a sleeping tiger on the floor between the four of you,
>and you can't leave the room."
>
>It's a good set-up. But the important part is forgotten: YOU ARE IN A ROOM
>AND CANNOT LEAVE. Let's look at the two halves of this...
I think part of the problem with this is that a lot about Avatars,
Godwalkers, and the Clergy are still undefined. Obviously, if you Ascend,
then you've pretty well left the room, even if you are shouting comments
through the window. The New Inquisition and Sleepers seem to be set up as
"people that piss everyone off," though, so you've got two worldwide
enemies. And that's not even counting the ones your characters will make.
>And on the subject of PC travel: it sucks! Most PCs aren't built for it,
>either for their agenda or just financially. Besides, many of these people
>have "normal lives" that they aren't prepared to give up. Forcing players
>to go out of town to "follow the scenario" is often contrary to their plans,
>and while the player might be willing they know that their characters would
>never follow the plot. Sure, there are some "wanderers" (like two of the
>example PCs in the book), but the smarter approach is to bring the action to
>*them*...
Heh. You're assuming characters will be nice enough to always pay for their
rides - "Why, yes, Mr. Entropomancer, I'll give you the keys to my truck.
Can you resolidify my shinbones, please?" If you want a middle-class or
wealthy character, define it as part of the character concept, or give them
a skill of Finds Ridiculous Amounts of Loose Change Under the Sofa.
Travel's also a good opportunity for character development - just how
important is getting a cross-section of JFK's brainpan to you? More
important than your job? Than your family? Your lover?
Steven
--------------------------------------------------------------------------------
Steven Kaye
box_nine at ix.NOSPAM.netcom.com
"Now, just let me fix this band on your head," I added, as I adjusted the
electrode. -- William Hope Hodgson, "The Hog"
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