A little while ago, Brent offered to post my character sheet if I sent him the information he needed. I said "Sure." but I haven't really felt the need since I've only heard snippits of what others characters'll be. Personally, I've liked everything I've heard and I don't think there's any need to post them here for me, or anything, but I thought I'd wait around before I really busted my ass on anything further.
Besides, I don't have the text easily accessible from work. So, instead, let me explain why I signed on for the game.
When Brent came to me with the idea, he was obviously stoked but I wasn't sure I was sold on the setting. It seemed limited and possessing an 'objective' morality/metaphysical underpinning that seemed incohesive to me. That's right. If you come to me with a game and say, "Wanna play this?" one of the things I will eventually do is break down the metaphysical assumptions of the game world, mechanics, and setting. I know. I'm an humanities nerd.
Under a Serpent Sun (UaSS) is interesting in just how narrow it is. I'm used to seeing narrow games, but coming from the designer of Burning Wheel where you can be a god-like elf or... a limner (http://forum.rpg.net/showthread.php?t=382547&page=0 &highlight=LIMNER) . I mean, that's cool, but I had to get used to the new idea. What eventually sold me were a couple of concepts. First, that Brent would let me do just about whatever I wanted as long as it rocked and there wasn't a good reason not to. For ex, Burning Wheel has rules about buying shoes, but even though the only picture we're painted of the world of UaSS is a bleak wasteland of collapsing buildings and dry dirt, I couldn't find anything that said I wasn't able to smoke all the natty grasses I could find or distill delicous, soul-numbing vodka out of... probably bricks flavored with juniper. God only knows.
The other thing is that it's basically someone's therepy with rules for getting eaten by mutant soul bugs. (And eating them. The rules say they're delicious. Mmm.) As such, there's really no need for a cohesive world economy. I assume we're in Neo-Britain or whatever, but trying to determine the academic answer for where spinach comes from is basically a moot point. Given those narrow sort of conditions, I think it would be totally interesting to play this game. However, I must admit to being inspired by various sorts of art-cum-propaganda.
My Vision of the Wasteland: Fallout, Fallout 2
My Vision of the Ruins: Digital Devil Saga 1
My Vision of the Illusion: 1984, Baroque
Only one of these, as far as I know, goes into depth in any way about a realistic world economy. I'm pretty sure that 1984 just assumes that, however you get your produce, it's miserable and in DDS, well, you eat people. Before that, I think it just shows up out of nowhere.
12 March 2008
24 February 2008
I assumed 4 LP?
Does this look about right? Ideas? Brent?
Born Meek
Time: 8 yrs
Stat -
Res: 3
Leads: Survival of the Fittest
Skills: (2) Meek-Wise
Traits: Need
Suicidal
Time: 2 yrs
Stat +1 phys, +1 Ment
Res: 4
Leads: Meek
Skills: (5) .45, Munitions, Suicide-wise, Illusion-wise, Realty-wise
Traits: (1) Despair (Kiss of Steel)
Voice of Stars
Time: 5 yrs
Stat +2 Ment
Res: 3
Leads: Meek, Holocaust Seed
Skills: (5) Holocaust Seed-Wise, Inconspicuous; (Judas Window or At The Gates)
Traits: Nausua, Answered
Bonereader
Time: 6 yrs
Stat +2 Ment
Res: 10
Leads: -
Skills: (5) Ossopathy, First Aid
Traits: Cynic
Extra Traits: Trashed, Black Humor
Age: 21
Stats: +1 P, +5 M
Res: 20
Skills: 17
Opened: Distillation, Ossopathy, First-Aid, Holocaust Seed-Wise, Judas Window, .45, Reality-Wise, Meek-Wise (4)
Remaining: 13
Distillation Ob: +1+1 =2
Ossopathy Ob: +1+2 =3
First-Aid Ob: +1+1=2+1=3
Holocaust Seed-Wise: .5
Judas Window: (?)
.45: +1+2=3
Reality-Wise +1+1=2
Meek-Wise .5
=13
Traits: Trashed, Black Humor, Cynic, Nausea, Answered, Despair
Born Meek
Time: 8 yrs
Stat -
Res: 3
Leads: Survival of the Fittest
Skills: (2) Meek-Wise
Traits: Need
Suicidal
Time: 2 yrs
Stat +1 phys, +1 Ment
Res: 4
Leads: Meek
Skills: (5) .45, Munitions, Suicide-wise, Illusion-wise, Realty-wise
Traits: (1) Despair (Kiss of Steel)
Voice of Stars
Time: 5 yrs
Stat +2 Ment
Res: 3
Leads: Meek, Holocaust Seed
Skills: (5) Holocaust Seed-Wise, Inconspicuous; (Judas Window or At The Gates)
Traits: Nausua, Answered
Bonereader
Time: 6 yrs
Stat +2 Ment
Res: 10
Leads: -
Skills: (5) Ossopathy, First Aid
Traits: Cynic
Extra Traits: Trashed, Black Humor
Age: 21
Stats: +1 P, +5 M
Res: 20
Skills: 17
Opened: Distillation, Ossopathy, First-Aid, Holocaust Seed-Wise, Judas Window, .45, Reality-Wise, Meek-Wise (4)
Remaining: 13
Distillation Ob: +1+1 =2
Ossopathy Ob: +1+2 =3
First-Aid Ob: +1+1=2+1=3
Holocaust Seed-Wise: .5
Judas Window: (?)
.45: +1+2=3
Reality-Wise +1+1=2
Meek-Wise .5
=13
Traits: Trashed, Black Humor, Cynic, Nausea, Answered, Despair
23 February 2008
Cast of Characters
I'd like everyone to post their character concept here so everyone who doesn't have one yet can get inspired.
Our game premise so far is that the Cast will be attempting to bring down the Holocaust Seed in Paul's character's dome. Everyone should have one Belief that relates to that somehow.
I know Paul's already got his character mostly done (BITs, even!), if anyone even has any ideas please post them. You know I'll give you all the help you need, baby.
Our game premise so far is that the Cast will be attempting to bring down the Holocaust Seed in Paul's character's dome. Everyone should have one Belief that relates to that somehow.
I know Paul's already got his character mostly done (BITs, even!), if anyone even has any ideas please post them. You know I'll give you all the help you need, baby.
12 February 2008
Setting Basics
The City
The City is a portion of a pre-End metropolis, enclosed in a hermetically-sealed dome. The buildings inside are in good repair, although they are uniformly worn-looking.
The dome is large enough for the population density inside to be fairly low. All inhabitants are referred to exclusively by a serial number issued at birth, which may change depending on their importance to the community. Serial numbers are recycled rather than retired.
All positions of authority are held by members of the Holocaust Seed, who ensure that any meek that show signs of non-conformity recieve negative attention. Every Face of All Fears spends their time surveiling so-called "Unmutuals" - those expected to resort to violence or escape soon.
Available music is closer to muzak, and broadcast television programs are vacuous and formulaic.
The City operates on a collective economy - all goods are rationed, although most have a brisk trade on the black market. Healthcare is free, but usually amounts to no more than a cursory exam and a scrip for some sort of pills. There is a brisk black market trade for these, as well.
The Meek and the Holocaust Seed make their home in the City.
The Ruins
Outside the domed City, the bombed-out ruins are dangerous and omnipresent. Psychotics lurk in the alleyways, forming a cannibalistic mockery of a tribal culture - the death-addicted seem to be drawn to Need. They cluster,howling, at the edges of the Holocaust Seed's domes. Occasionally, profit or survival encourages scavengers from outside the Ruins to make forays into the dangerous borderlands between the City and the Wasteland.
Psychotics, Death-Addicted and Cannibals make their home in the Ruins.
The Wasteland
The edge of the ruins fades out into a desert baked by the red sun. The Wasteland is dotted with Domes ruled by the Holocaust Seed and small encampments of escapees from the Illusion. A simple barter economy exists in most of these settlements. Most of those living in the Wasteland for extended periods of time develop some sort of mutation.
Wandering groups of bandits, mutated animals and the remnants of the Swarm make their homes in the Wasteland.
The City is a portion of a pre-End metropolis, enclosed in a hermetically-sealed dome. The buildings inside are in good repair, although they are uniformly worn-looking.
The dome is large enough for the population density inside to be fairly low. All inhabitants are referred to exclusively by a serial number issued at birth, which may change depending on their importance to the community. Serial numbers are recycled rather than retired.
All positions of authority are held by members of the Holocaust Seed, who ensure that any meek that show signs of non-conformity recieve negative attention. Every Face of All Fears spends their time surveiling so-called "Unmutuals" - those expected to resort to violence or escape soon.
Available music is closer to muzak, and broadcast television programs are vacuous and formulaic.
The City operates on a collective economy - all goods are rationed, although most have a brisk trade on the black market. Healthcare is free, but usually amounts to no more than a cursory exam and a scrip for some sort of pills. There is a brisk black market trade for these, as well.
The Meek and the Holocaust Seed make their home in the City.
The Ruins
Outside the domed City, the bombed-out ruins are dangerous and omnipresent. Psychotics lurk in the alleyways, forming a cannibalistic mockery of a tribal culture - the death-addicted seem to be drawn to Need. They cluster,howling, at the edges of the Holocaust Seed's domes. Occasionally, profit or survival encourages scavengers from outside the Ruins to make forays into the dangerous borderlands between the City and the Wasteland.
Psychotics, Death-Addicted and Cannibals make their home in the Ruins.
The Wasteland
The edge of the ruins fades out into a desert baked by the red sun. The Wasteland is dotted with Domes ruled by the Holocaust Seed and small encampments of escapees from the Illusion. A simple barter economy exists in most of these settlements. Most of those living in the Wasteland for extended periods of time develop some sort of mutation.
Wandering groups of bandits, mutated animals and the remnants of the Swarm make their homes in the Wasteland.
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