[UA] The House of Renunciation

Sithriel sithriel at whitelodge.dyndns.org
Tue Apr 3 13:37:13 PDT 2001


I think, IMUAC, the House would look a whole lot like the White/Black 
Lodge from Twin Peaks... but then again, I think the whole Twin Peaks 
series is a perfectly good example of a UA game... especially how the 
magic and such seems to work wholly by coincidence and you can't say for 
sure if it's real or delusional.

Nick Wedig wrote:

>>From the description in the original book, I couldn't decide if the House of Renunciation was the lamest or the most frightening concept in the book. I thought it was lame because it was too close to the old "girdle of alignment change" items from D&D: a GM controlled device that pretty much irreversibly hosed the players, taking the concept of what the character should be out of the player's hands.
> 
> You could use it that way, but I thinki it's all wrong.  I would first introduce the house by having various well-known GMCs go through it.  The PCs see a sudden shift in the person, can't really explain it, and go off all "Invasion of the Body Snatchers".  (Do this with a characters loved ones, and see the roleplaying abilites of your players.  Good way to set characters and start a campaign, perhaps, depending on your group.)  Then, after they've heard the rumours and pieced together some vague idea of the House, find the one player most dissatisfied with how his characters turned out and approach him out of game discussing a possible way to change the character.  Leave out specifics, but make clear there's another option to killing the character, keeping on as is or stopping playing.  Then let the other players be frightened when he passes through the appropriate room.  don't hose the players, but use it to make the story better.
> 
> 
>> the feel of the House is the opposite: rather than the reversal being character-centered, it is Room-centered.
> 
> 
> Strangely, I'd say this goes against what you said about the change now coming from the character rather than the House.  I'd say, as a GM, that there are theoretically infinite Rooms, and so the change should be character-centered, with the Room just being an outer manifestation of an inner alteration.  So the different Rooms don't determine the change: the needed change determines the Room.  I'd say the Agents of the House can't just Renounce anyone who matches their system, but only those who are ready for the change. 
> 
> 
>> Thoughts?
> 
> 
> That's my take on it, more or less.  Maybe I'm misreading it, or maybe it doesn't matter.  
> 
> In regard to Lilli Morgan, I'd expect her Room to be one focused on changing self interest into love for others (the general 'others' not anyone in particular.  Large goals).  I can begin to picture the Room itself.
> 
> If I were to desire an undifferentiated House, I'd keep Rooms somewhat like they are, but have them interconnect one to the other by long, dusty wooden corridors.  It'd become very much like the end of Hermann Hesse's novel _Steppenwolf_.  Maybe I'll write up the Magic Theater as a Room anyway.
> 
> Mr. tEapot
> steppenwolf
> 
> ____________________________________________________
> FREE Disinformation E-book - http://www.disinfo.com
> 
> _______________________________________________
> UA mailing list
> UA at lists.uchicago.edu
> http://lists.uchicago.edu/mailman/listinfo/ua


_______________________________________________
UA mailing list
UA at lists.uchicago.edu
http://lists.uchicago.edu/mailman/listinfo/ua




More information about the UA mailing list