[UA] Some Practical Concerns

Saul gorbag at swiftdsl.com.au
Mon Mar 1 23:50:17 PST 2004


That's why I'd get people into the game at street level, so they can learn a
bit about how the weirdness works before they actually get funky powers to
play with. Having things used against you is a good way of learning their
uses. Of course its a little late for that, since you've already started. My
solution would be to simply to bring the situation back to people close to
the PCs, whether family, friends or patients (in the psychiatrist's case).
You could bring in a seemingly new situation that the doubtful players *can*
relate to and let them follow that, but make sure that it eventually ties
back into the orginal plot in some way. Its always good to have two or three
disparate threads to a story, so that the players can feel that they're a
little more in control of their own destinies.

Saul

"Unknown Armies -- A Roleplaying Game of Power and Weird Hairiness"


----- Original Message -----
From: "Alexander Lampros" <Lampros at uchicago.edu>
To: "The Unknown Armies RPG Mailing List" <ua at lists.unknown-armies.com>
Sent: Tuesday, March 02, 2004 9:06 AM
Subject: Re: [UA] Some Practical Concerns


> Their talents arn't the most helpful thing for  that situation, but they
> have to do it anyway because who else will?  Andrew Jackson was trained as
> a lawyer, but he later turned out to be a great General.  Et cetera
>
> On Tue, 27 Jan 2004 01:39:08 -0500, Jo Andros
> <catalyst_paradox at hotmail.com> wrote:
>
> > So I've just kicked off a campaign I feel has great potential, but I've
> > run into a problem, beyond the shaky beginnings that are more or less to
> > be expected.
> >
> > At least one of my players is plagued by the question, Why am I here?
> > This seems to affect in some degree everyone.  I really need to give
> > them a more personal motivation for things...
> >
> > My plot revolves around an Avatar trying to ascend an entirely new
> > archetype: a particularly foul one called "The Defiler", through a
> > series of ritual rapes.  This person has been murdered (under mysterious
> > circumstances, but as the characters are gradually discovering, this
> > person's activities have created a ripple effect in the statosphere (a
> > term they are not yet familiar with) that lingers, and it will be up to
> > them to restore the balance.
> >
> > I thought a truly... loathsome and disturbing villian and the impulse to
> > "Do the Right Thing" would be enough.
> >
> > It looks like I may need something more.
> >
> > In particular, the psychiatrist and psychomancer character feels she has
> > no reason to be involved.  The others have enough of a sense of
> > connection to the man who asked them for help in the beginning to feel
> > motivated, but could still use a better reason, I suppose.
> >
> > Perhaps most importantly, the group (consisting of two annihilomancers,
> > the psychomancer, and an avatar of the demagogue) doesn't have a sense
> > of why their particular talents are helpful, or where they should be
> > applying them.
> >
> > I think I could remedy all these problems in one fell GMing blow with
> > the right high-impact situation, which I'm already applying my energies
> > to creating, but suggestions of any sort could be of enormous help, and
> > would be much appreciated.
> >
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