[UA] Con Scenarios - The future uf UA - the getting new players thingy

Mattias Östklint mattias.ostklint at husqvarna.se
Fri Mar 12 07:32:45 PST 2004






>
>>1) Involves one or more faction (TNI, Sleepers, Mak
>>Attax, Cult of the
>>Naked Goddess)
>
>Sleepers - except all the PCs are Manchurian
>candidates in thrall to a bunch of cliomancers.
>
>All there memories and backgrounds, skills, etc are
>all plants.

No to the fake-memories-schtick this time. It's good and proven for
Con-games, but:

We really don't want to tell newbies their characters they have spent so
much time on are fake (and thus, really, tell them that they suck at making
interesting characters).
Explaining why these cliomancers have decided that the exact backgrounds
the players have done are suitable for their purposes is... tricky.
We want a bunch of loose threads at the end (for the GM to easily spin into
two-three adventures (to realize that writing interesting adventures is
easy and fun) before realizing that the genuine book(s) are in order (this
document we're aiming at is not only an introduction for players - Bill in
Three Pieces did that very well - but perhaps even more for the GM)), not
an entire loose world where potentially nothing they remember is true.

Some of those high-carat GM advice from the book might be good to add, or
preferably something new of equaly high caliber.

>>2) Playable with Pre-Gen or Non-PreGen PCs, which
>>means the plot can't
>>revolve around player quirks.

Agree!

>>3) It should involve Avatars and Adepts, but (and
>>here's the quirky bit)
>>not in a hard-to-understand way.
>
>Avatars and rituals - avatars are priests, and rituals
>are spells. Adepts are a little too wonky except as
>NPCs.

Hmmm about that one... It seems "purer" if it's street-level only. That way
they can use the introductory PDF to make characters. Plus I don't like my
players knowing stuff about the game-world (In UA at least. I find it
spoils the surprise, gives me more liberty with what NPC:s can do and
there's no whining that they can't play a cool enough character). So use
all the Adepts and Avatars you want - as NPC:s, and give the players a
nifty ritual to play with half-way down the line.

>1. Combat is a big plus. It is one of the most amazing
>sections of UA its what got me hooked. Only in this
>one let the players handle their own Wound skills.

Not sure about handling their own wounds. Put it as an option for the GM
(It's one line and shows we have confidence in him/her). Combat, yes, but
no firearms. Or make a ressurection scene - I used that as a basis for an
introduction scenario once and it worked like (and through, actually) a
charm.

>2. The skills and penumbras.
>If avatars are used, use the channels as skills, but
>keep taboos on a separate GM's cheat sheet.

Still don't think avatars should be used, but that's just me...

And: think less of this as an introduction for the players than one for the
GM, I really think that's the way to go.

Mattias - Card-carrying besserwisser
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