[UA] Bueller? Bueller?
Liam Routt
liam at routt.net
Sun Jul 31 18:04:03 PDT 2005
My game is currently on long-long-long-term hiatus...
I've got the start of a set of web pages about the game at:
http://www.routt.net/Caligari/Cabinet/Aurora/
But the most interesting stuff (the Journal) is pitifully incomplete.
We were playing extraordinarily slowly (consistently once every two
weeks for about three years, but only covered about two or three weeks
of game time in that period), but were really enjoying it. The only
thing that stopped us, in the end, was a spate of kid creation (my
family and then one of the other pairs of players). I expect we will
restart in a few years...
In a nutshell, the game was to be about an idea from Lawyers, Guns &
Money, I believe - that Alex Abel has a kid and has had that fact
burried by magical means. The start up was the characters being drawn
together by None, the surviving cryptomancer who helped to hide Abel's
kid. She didn't say much directly, and instead the overall result
was that they became the focus of TNI interest. Primarily the game so
far has been about surviving that, realizing it for what it is, and
trying to form a group that can act against it.
Along the way the Naken Goddess ascended (they still have no clue about
this), several people died, including one who accidentially became part
of the Clergy for a time, and was able to make the world forget one of
the characters completely while bringing her back from a violent death.
Another character has been abducted and tortured by TNI, and the rich
doctor character has nearly had his business, friends, and family
destroyed; one of his closest friends is possessed by a demon who has
taken *his* family out into Wisconsin and is planning to ritually
slaughter them in an attempt to stay in the body permanently (the
characters haven't managed to follow up on this much at all, and I
fear the family may not make it)... Oh, and another of that character's
associates is a nasty mechanomancer who delights in killing children
with "faulty toys"...
On the other hand, the character with mental powers has started to learn
to control them... The character who is a budding cryptomancer has
managed to evade *everyone* (including the rest of the party) and is
getting some real research done (turns out her father was the other
adpet who worked with None, who drew them together)... The character
with all the problem friends has managed to convert his obsession with
death into a full-blown thantomancy skill (as a doctor he now goes
looking for those near death to watch them... and is driving himself
nuts)... Another character has remembered that she was a Sleeper agent
in Russia two years ago and was tracking a nasty mechanomancer when she
lost her mind... Of course there is also the character who found that
her street tough nature was simply the result of wishful thinking and a
ritual cast by another player and she is, in fact, a weak junkie whore;
she's the one who got shot and was given the chance to completely cease
to exist, only to be remade as the dream tough by the person who was
a part of the Clergy at the time...
They've made some powerful friends, including one of the most powerful
independent Dukes, a dwarf dipsomancer, and a Sleeper agent (who is
"involved" with the tough now), and the Urbanomancer of the city (who is
way more powerful than they realized, but tends to keep quiet).
As things were left, the group has been taken in to the Sleepers (and
some downtime was to follow). However, one of their number fled
(searching out her Urbanomancer father-figure/romantic interest who she
found had caused someone to be literally ripped apart because of her)...
One is in a coma (that's the thantomancer) in an Order of St. Cecil run
hospice... No one even remembers the cryptomancer, as a result of her
powerful magic... So that only ones really left the are Sleeper agent
who had regained her memories, and the tough who is sweet on the local
Sleeper agent...
There was *way* too much going on at the same time in the game. I like
that sort of setting, and it was working well to completely mystify the
players as to what was going on, or even how many things were affecting
them at the same time. I subscribe to the "strange attracts strange"
theory, and for me the confluence of destinies surrounding this group is
strong enough to make a hell break lose around them, a fact that None is
using to her advantage (she's basically on the run and looking for a way
to strike back). I tend not to fully plot things out, though, so a lot of
the seemingly important details only come out in play (as clues or
situations dictate what is going on). I was just to the point of working
out about the nature of the magic used to hide Abel's kid, and was
making notes (lost in a subsequent disk crash) on a lazarus-like
character whose body pieces regrow or live when removed. It suddenly
became obvious that this character was a close friend of Abel's that
he's had used to protect his child, and that, in my world, he would
become the Freak when the characters located him and rescued him. Of
course such a quest would probably take the rest of the players'
lifetimes at the rate we play...
Essentially I was taking a lot of the major aspects of the game world
and making them directly relevant to my players. I was intent on
throwing them in to the deep end with no support at all and getting
milage out of their gradual acquistion of knowledge. In the end the game
was much more about the personal relationships between the characters,
who got along spectacularly badly, but desperately needed one another.
That aspect drew each session out into a lengthy war of words, and
almost always made it impossible for them to stay focused on any one
thread of the vast tapestry of the situation they were in. On several
occasions they made lists of all the things that they might want to find
answers to, but rarely managed to follow up on even one. The power of
the experience, and the success of the game, was in the characters,
which were centre stage. In theory all of the characters were supposed
to feel the story was about them, and I think I managed that reasonably.
I do hope I can get back to it...
Take care,
Liam
--
Liam Routt liam at routt.net
Darcsyde Productions http://www.routt.net/Caligari/
-- still waiting for the Absolute Destiny Apocalypse --
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