[UA] UA:cults
Ja Ke
crazypiratehands at hotmail.com
Fri Jul 15 02:57:06 PDT 2005
Nah, what makes a cult's coercive techniques work is by playing on the
basics of human nature, greed, fear, curiosity, all of which can be
exploited in a way that only a GM with a character sheet to personalise the
approach around could, a cult to suit every obsession and to exploit every
weakness.
though a good cult should look pretty innocuous anyway so that they can
drawn in gradually without them realising, unless blatant death cult
antagonists are the intent.
Vanilla scientology therefore isn't that good of a thing to include in games
because PCs who've heard of scientology have usually also heard of them
being a brain washing whacko cult, scientology should therefore be heavily
altered on the surface level, slightly less obviosuly whacko mythos,
different name and then add some unrelated unnatural events that makes
perfect sense, if you've just read the Church of Celestial Harmonics'
pamphlet that is.
The zoobs really are trying to take over our minds! And suddenly the people
who seem like they know what's going on are very attractive to the PCs, who,
if they do notice it's a mind destroying cult, presume they'll be able to
get out of it if it gets too creepy (and then a few of the PC's personal
details later their family gets soapy suds bubbling between their synapses
and it's all gone terribly wrong)
In global and cosmic games cults become more like obstacles standing between
you and awakening the nation to Magick (or slowly killing yourself for
power, or whatever), unless the street level cult gets clued in by the
cosmic level PCs and suddenly the cult changes, and becomes very very
dangerous, would scientologists attempt to brain wash the Compte? will the
sleepers have to pay more attention to the cult and the PCs who gave them a
clue? what would a doosmday cult do if they knew of both the statosphere and
got hold of the doomsday clock from Ascension of the Magdalene? Would they
try to speed up the process, turning from a mere suicide cult into a
Universal Suicide Cult or would they just explode quicker than they were
going to anyway?
>From: Doug Stalker <doug.stalker at gmail.com>
>
>I havn't done a lot with cults in games I've run, mainly because it's
>very hard to play out the effects mind-games used by cults to
>indoctrinate, without resorting to some sort of numbers-based rules.
>Short of having been ina cult and then left, or of having studied cult
>techniques, players aren't going to act in the same way a real person
>would under those circumstances; the "it wont happen to me" mindset
>will prevail.
>
> - Doug
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