[UA] Channelling Multiple Archetypes
Andrew
ferguson at oberon.ark.com
Wed Feb 7 03:39:19 PST 2001
Will wrote:
> The problem is that if you take the
> average sourcebook 99% of the book is spent on the supernatural aspect (which
> is actually 0.1% in reality) and 1% on the other 99.9% mundane part.
Many good points follow. Should have been an Armalite .44, though, Cyberpunk is just so much
classier. Big Grin. No, no, I liked Shadowrun, too.
This is a point I have recently been considering. Most supernatural games, including UA, do
incline players and GM's to focus plotlines almost exclusively on the supernatural. That's the idea,
usually, nothing wrong with that.
Think about it, though. For every "supernatural" critter/situation you encounter that arouses
your interest, surely you would also encounter many, if not as many natural ones. I'm thinking that
perhaps there isn't enough focus on the "mundane", but cool, plotlines involving the PC's in such
games.
Imagine playing a UA campaign around the plotline of the movie "The Usual Suspects". There are
your PC's, caught in this nasty story, open-ended as much as you wish since, well, you know.
Involve them in something like Coppola's "The Conversation", or Dashiell Hammet's "Red Harvest". All
of these can be almost completely devoid of the supernatural, and yet lots of fun to play with UA
characters.
Just for a change, mind you, and to emphasize it is the occult underground, not the
occult-ubiquitous.
-Andrew
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