1984'ish MUAC (was: Re: [UA] Campaign Reversal)

Ville Halonen ville.halonen at helsinki.fi
Mon Mar 24 05:12:34 PST 2003


> Has anyone out there actually tried this sort of thing, or am I totally
> off 
> my rocker?

Most of the campaigns I've run have been like this. I quit when
a) I realised most of my players didn't make characters with big goals and 
clear ambitions (in fact, there's only one -- for him, that's the starting 
point)
b) I tried to insert too many plots, and got my head all messed up with too 
many threads

That's why I wanted to make stories beforehand; it also gives me a chance 
to try my skills as a storyteller, and I think the players also like it if 
the story and the investigations involved are thought out. The GMCs are 
better, too. That is not to say that I don't keep the players in mind: I 
didn't make pretty much anything for the campaign before I found out what 
the characters were like.

The 1984 idea that come up in a different mail is something along the lines 
of MUAC. A cult leader has invited the players (six of them -- it was a bad 
idea) and six others to join a cult whose intention is to change the world, 
this one and the next. According to him, our culture, including language, 
defines what we can do, and what we can think, and what sorts of archetypes 
are possible. His idea is to modify our culture with magick, the media, and 
all kinds of stuff.

Well, was, actually. The Cruel Ones got him when he heard too much from a 
demon, right before the first game session. And anyway, his TRUE idea was 
to ascend as the Messenger -- everything else was just a tool for that. He 
thought Jesus was a Messenger (which he wasn't, IMUAC), and that's why 
there are twelve disciples, and he wanted to know about the afterlife in 
order to be resurrected. That would've been the players' task.

So the players know a bit about his plans, and are eager to find out more. 
In the meantime, they're acting as a cabal and try to get along in 
Seattle's OU. One of the rest six cultists is dead, five others are 
missing. Green Glass Grail is coming up, and I've also planned a fun Comte-
driven IC theme park session with a mirror hall (revealing avatars etc.), 
an Ascension machine, a fright houses, a wax museum (with archetypes) and 
such. In Seattle there's a Machiavellian Cliomancer and a Plutomancer (or 
an ages-old maniac whose senses have stopped functioning) contesting for 
the spot of True King, and an open war is on the way. A powerful taxi-
driving Urbanomancer just wants his city to be left alone. Add to that TNI, 
The Sleepers, a cult of Scholars, a Dipsomancer Cult, the players, Mak 
Attax, the cops, the Sleeping Tiger and a former fellow cultist and forever 
nut who wants to take down the IC, and the occasional other whackos.

-V

-- 
your spirit is time-reversed to your body
stereographic mix-up field on field
it started growing up the day your body dies
only apparently, real to irreal
- Sonic Youth, "Stereo Sanctity"

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