[UA] Madness

Budfannan budfannan at gwi.net
Mon Feb 9 12:28:12 PST 2004


I agree 100% Saul.  I run a semi LARP game every Saturday night and failed madness has created some of the best unexpected story elements since the beginning and defiantly the greatest roleplaying moments have been during a crack in reason.  As a side note my game started about 18 months ago, I have between 6-8 players every week, and I don't have a single character left from the start of the story arc.  They have either died, or more likely stepped too far down the path of insanity.  It is a horror game.  A few do return for cameos.  Next week our reformed NG follower/avatar of the Pilgrim will make an appearance. (he has renounced the faith and decided he must touch the Goddess to truly understand, much as he touched a women he truly loved while in a blackout from his psychosis in violence, decharged and realized true love and physical contact were the reality not what the Cult thought, of course he is completely wrong or is he?) Just another casualty of the underground.

Ian

Man standing in Venice with book in hand.  He throws his hands up in air and begins to spin around yelling "I LOVE THIS GAME!"  Camera pans in and reveals UA 2nd book.  UA when you want to say the very worst.
  ----- Original Message ----- 
  From: Saul 
  To: The Unknown Armies RPG Mailing List 
  Sent: Sunday, February 08, 2004 6:49 PM
  Subject: Re: [UA] Madness


  Does no-one else think that failing madness checks is half the fun of the game? The only thing I would change is being slightly more flexible with reactions than the rulebook seems to allow. But as for going nuts, that's the name of the game-- you can always go into therapy, or make a new character.

  Saul
    ----- Original Message ----- 
    From: Jeff Wikstrom 
    To: The Unknown Armies RPG Mailing List 
    Sent: Sunday, February 08, 2004 5:18 AM
    Subject: [UA] Madness


    Towards a slightly more complex Madness check

    When you have a high Mind, Madness checks become trivial.  When you have a low Mind, they’re terrifying.  I don’t like that, and (as I have in the past) I’m considering ways to make Madness checks nastier to smart people and less dangerous to foolish people.  Low-Mind characters in particular seem less viable.

    What I’m thinking of first off is a “Resist Madness” Mind skill, calculated exactly like Initiative for Speed.  So Mr. Mind 40 has a Resist Madness skill of 20 to start with, but can put skill points in Resist Madness and bring it up to 40.  Dame Mind 70 has a Resist Madness skill of 35, and maybe she has better things to put those other 35 skill points in.

    Thus smart characters aren’t *necessarily* better at Madness checks than the foolish, and the foolish can have a fighting chance relative to them, by buying up the skill.

    I recall discussing this same thing on this same list awhile back, but I don’t think this specific variant was suggested.
    _______________________________________________
    UA mailing list
    UA at lists.unknown-armies.com
    http://lists.unknown-armies.com/mailman/listinfo/ua



------------------------------------------------------------------------------


  _______________________________________________
  UA mailing list
  UA at lists.unknown-armies.com
  http://lists.unknown-armies.com/mailman/listinfo/ua
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.unknown-armies.com/pipermail/ua-unknown-armies.com/attachments/20040209/41e0c986/attachment-0002.htm>


More information about the UA mailing list