Fearsome Engines - A God-Machine Chronicle

[QUOTE="Cthulhu_Wakes]I'm still waiting to play the Mulder to Alexandra's Scully!

[/QUOTE]
That would be the X Files one!


Grey wouldn't dream of forgetting to run that for us sometime in the future....right??
 
Grey said:
Mortals only. I don't much care for oMage or nMage, to be honest, and I'd be waiting for Mage/GMC content to fill in some blanks, and then run a completely different game.
Besides, Mages suck all the horror out of it unless your players are scientists.
While I wouldn't imagine Mages would work for this game, I don't think they suck the horror out of things. Largely, quite the opposite. It's just that you have to make sure it never feels mundane; keep the players from getting used to it. Have odd things happen.


Like the Shadow, for example. If there's a place a Mage routinely goes to commune with the spirits, have the local Gauntlet get thinner with time. Have them start seeing things out the corner of their vision. Too much exposure to Spirit magic might cause things to disappear from their pockets and end up in the Shadow. Maybe too much mortal contact makes the local Shadow too active and spirits start to play havoc in people's lives.


You get the idea. Horror and wonder and awe breed from a kind of uncertainty. Familiarity and certainty breed a kind of arrogant comfort that leaves players strutting confidently. Mages, being all about the dual tugs of temptations of power and its responsible use, get the best stuff when they're offered signs of great potential, but with constant danger and uncertainty along the way.


Also, never hurts to impress onto Mages how fucked up magic is as a thing to exist. There's nothing that can ever be truly and totally trusted again once you realize people can ghost through walls and lie to the cosmos itself.
 
Axelgear said:
While I wouldn't imagine Mages would work for this game, I don't think they suck the horror out of things. Largely, quite the opposite. It's just that you have to make sure it never feels mundane; keep the players from getting used to it. Have odd things happen.
Like the Shadow, for example. If there's a place a Mage routinely goes to commune with the spirits, have the local Gauntlet get thinner with time. Have them start seeing things out the corner of their vision. Too much exposure to Spirit magic might cause things to disappear from their pockets and end up in the Shadow. Maybe too much mortal contact makes the local Shadow too active and spirits start to play havoc in people's lives.


You get the idea. Horror and wonder and awe breed from a kind of uncertainty. Familiarity and certainty breed a kind of arrogant comfort that leaves players strutting confidently. Mages, being all about the dual tugs of temptations of power and its responsible use, get the best stuff when they're offered signs of great potential, but with constant danger and uncertainty along the way.


Also, never hurts to impress onto Mages how fucked up magic is as a thing to exist. There's nothing that can ever be truly and totally trusted again once you realize people can ghost through walls and lie to the cosmos itself.
I really, really want to see what the Mage supplement for God Machine will be like; there's been limited information up until this point. Blood and Smoke should help give some clearer ideas.


I have an Obrimos concept I've been tempted to take for a walk, so I'll be waiting to see if this renews my interest in Mage...
 
Psst, any of you still here? 'cause I can do this right now (Diabolus peeps are taking approximately fifty years to write characters and I know this one well enough to run in my sleep).
 
Grey said:
Psst, any of you still here? 'cause I can do this right now (Diabolus peeps are taking approximately fifty years to write characters and I know this one well enough to run in my sleep).
I would probably partake if you could show me how to play xD
 
I did think about that, aye, but this one was only on the next page and I figured there was a chance people might still be alerted either way.
 
OmegaChildren said:
I would probably partake if you could show me how to play xD
Sho 'nuff, it's pretty straight-forward, but we'll wait and see if this picks up interest afterall.
 
So ideally I want five players.


I have some vague outlines for what I want - people will be free within that, but there are some archetypes I want to hit.


Alternatively, I can hand people pre-gen characters to save time and energy.
 
Still here. If we are all mortals, I am going to lean in a supernaturalish direction such as with psychic merits. Or not. Its just that I am somewhat used to being a bog standard human with a world vaster and more complicated then I can imagine so the opportunity to try something different is appealing.
 
Exthalion said:
Still here. If we are all mortals, I am going to lean in a supernaturalish direction such as with psychic merits. Or not. Its just that I am somewhat used to being a bog standard human with a world vaster and more complicated then I can imagine so the opportunity to try something different is appealing.
It won't be possible to start that way - or at least with anything more significant than unseen sense or the like - but it could happen as the game proceeds.
 
Grey said:
It won't be possible to start that way - or at least with anything more significant than unseen sense or the like - but it could happen as the game proceeds.
That is acceptable. What about Hunter merits? (I have never played it, but I got the book along with a lot of others when the local borders was going out of business.)
 
In the words of Oscar Wilde, I can resist anything... Except noire-fantasy RPGs inspired by Gothic works of fiction.


... Or something like that. It's been a while since I saw Lady Windermere's Fan.


You've got my interest, sure.
 

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