[UA] Online game ideas required
Simon Brake
psi.breaker at yahoo.co.uk
Mon Jun 9 01:20:59 PDT 2008
This, too, has a lot of appeal, perhaps as the idea of a lonely and benevolent beast contrasts with the Mordax idea. There's pretty much a black and white conflict going on there. I'm tempted to have both sides of the conflict relate to two specific characters, so that all the others are 'guilty' through association, and are varying shades between the two extremes. Further more, perhaps the character who was responsible for drawing the attention of the Mordax is actually a good guy, or someone who's redeemed himself for past failings, whilst the friend who conjured up the beast is nowadays embittered and a horrible piece of work.
Now I just need to tie in the ghost in the machine idea... ;-)
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--- On Sat, 7/6/08, Mike Lake <mdlake at well.com> wrote:
> From: Mike Lake <mdlake at well.com>
> Subject: Re: [UA] Online game ideas required
> To: "The Unknown Armies RPG Mailing List" <ua at lists.unknown-armies.com>
> Date: Saturday, 7 June, 2008, 12:45 AM
> Simon Brake wrote:
> > The premise, so far, is that the characters all knew
> each other when younger,
>
> My first thought was of their invisible childhood friend,
> some kind of
> ghost or demon or horrible beastie which got attached to
> them and the
> grown-ups never saw. (Maybe it's invisible to adults
> generally,
> although the PCs, having grown up with it, believe in it
> enough to see.
> Maybe the adults never paid attention to the kids'
> fantastical stories.
> Best of all, maybe the kids knew on some level that this
> was something
> *wrong* and kept it to themselves.) An unspeakable servant
> which has
> lost its master would be a good choice.
>
> The kids reached adolescence, and then adulthood, with new
> interests and
> responsibilities, and were glad for the distraction; it
> allowed them to
> push the thought of the invisible friend to the back of
> their minds.
> None of them ever established for sure that it had anything
> to do with
> Mrs. Tibbets' horrible accident, or the disappearance
> of the bully down
> the street, or the half-eaten neighborhood pets. Maybe it
> didn't. But
> the kids suspected, and carry the guilt with them to this
> day, the same
> way a child might blame himself for his parents'
> divorce. They were
> glad to forget the beastie.
>
> But it hasn't forgotten them. It's lonely, and
> misses the attention it
> got from its friends so long ago.
>
> Is it engineering horrible events to bring them back, or is
> something
> else at work, and the beastie just wants to play again,
> gamboling
> through the cornfields on all sevens? Has it found friends
> among any
> other children in the meantime, and if so, what do the PCs
> want to do
> about that?
>
> The beastie can be as benign or as horrific as you like. A
> horrible
> beastie is simpler: play up flashbacks to a time when
> innocent children
> didn't understand just how *wrong* it was. But I'd
> prefer a nice
> beastie, especially if your players are familiar with
> Stephen King's
> IT. I recommend faking them out with a nice if repulsive
> beastie: let
> them think the beastie is responsible. Then let them learn
> that their
> childhood friend is really a friend, and in fact the one
> tool they have
> to defeat the real menace. Then crank the pathos up by
> arranging things
> so that the only way to defeat the menace is to sacrifice
> the beastie
> which the PCs should now feel guilty for doubting.
>
> On an entirely different note, if you go with the Ouija
> board idea,
> don't miss the bullshitting Ouija board at
> http://www.criticalmiss.com/issue4/bullouija2.html. You
> might not use
> it for this campaign, but I love the idea so much I had to
> share it..
> The BOB was my second thought, and the addition of a
> "lonely" twist on
> the beastie came from here.
>
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