[UA] CotNG: Why no Avatars (was a jolly good fight)
rowan at media.mit.edu
rowan at media.mit.edu
Mon May 21 15:21:41 PDT 2001
> My
> favourite spin on the Cruel Ones thread. The best
> "everliving" game design/mechanic is the new Mummy:
> the Ascension. The character can regenerate, but if
> you place the regeneratee's corpse in an environment
> where they cannot live in (an airtight vault) they
> don't come back to life, just lie there and rot away.
Yeah, I bought Mummy 1st Ed. and I thought it was really a great idea for a
game. It never quite seemed to take off, though.
Part of the problem may have been the difficulty of playing 4000-year-old
characters; the other WW products assumed characters who had grown up in normal,
modern environments who got dropped into the World of Darkness through the
Awakening, Embrace, First Change, Chrysalis, or Death.
I think there's a lot of material in Mummy that can get recycled and
cannibalized for other games. They had all those extra funky Passions or
whatever: Love, Honesty, etc... another step on the path to complex "personality
mechanics" systems like UA.
I like the idea that there are immortal -- literally, unkillable my any means --
people out there with only minor and incidental powers. They have the capacity
to become immensely powerful, but mostly through influence and experience.
-Matt Norwood
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