CatharzGodfoot wrote:
And then you could come up with some kind of evocative name for the Orphic cold discipline. "Symphony of Silence" has a certain ring to it.
I have no idea if you're joking, or if you're being satirical. Like
at all.
I've also been developing a growing sense that After Sundown isn't just the game everyone wants to play.
It's the narratives that
everyone has already subconsciously agreed to play; even if they've never even heard of TGD or AS.
People may confuse Deep Ones with Krakens in imagery or details; but it's not like they' don't feel you can have Deep Ones and Krakens in the same story.
As an aside, and separately,
I might be the odd one one out on this; but I'd like to suggest switching Bagheera (or Ocelotol) and Nezumi (or Kobalt-Gnomes) in terms of their Power Source.
Hell Cats, and Death Rats are much more iconic than the other way around; and I've seen the Moon related to Rodents across continents and Cultures (I feel that the Gloom really should have an always full visible moon); while Fire + Felines seems to be an association that I honestly have a hard time not accidentally tripping over in my search for reference art for my AS folders.
This would also require switching Nezumi to have Touch of Darkness; and Bagheera getting Learn the Heart's Pain; but aside from that; it's less painless than having to explain that "Hell cats" can't seriously exist; and that Death + Rats also doesn't exist in AS.
This also makes Nezumi relatively competent burrowers (as well as matching with their flavour text of "Tear them up"); while Hellcats always seem to play perfect games of cat and mouse with others by knowing what's inside of their prey's minds.
I actually made this association by mistake, and kept doing so for over a year. Only occasionally in looking at the rulebook itself did I correct myself; and realize that it's an edit that I would make in my own games and remixes on AS.
Other people's mileage and opinion on this switch may vary; however I've got more mileage out of this approach, then what 1e AS does.
Whipstitch wrote:I can't disagree strongly enough. I've done production and layout work on shit before, and this has all the earmarks of the kind of change that reads like a great idea once you already have familiarity with the topic but ends up making the uninitiated hate your document with the fiery heat of a thousand suns. You can't please everybody, and in this case I think deference needs to be shown to the new reader. It's really the same logic that leads to indexes being in the back.
Here's the deal though; the people who don't know this document are the ones who "hate the document with the fiery heat of a thousand suns", because of it's current layout.
So you argument is just production and layout wonkishness ratcheted up so high that your head is up your ass?
You should be probably do what I did, and actually listened to what actual players who are not "in crowd" The Gaming Den members have said about the first editions layout; not what amount of theory you'd like to believe is universal.
This is a game book, first and foremost; and most players who are new to it
aren't going to bother reading yet an other books intro texts or setting introductions.
Really, to assume that players will do so, is an in-crowd conceit. Most players want to make their character first;
then figure out what's going on in the world. Even if they are going to play as monsters who are a part of that world.
They may read the backstory of the setting. However, that's only after they're sold on the setting and want to learn more about what is going on within it. However, that only happens
after they've been able to make characters with ease.
Unless you're planning on running a game; most of the book's setting stuff should be at the end; probably just before the World At Night chapter.
Also, a chapter
after The World At Night chapter, that discusses how to develop World At Night for the game groups back yard would be helpful.
The prospect of playing Monsters in their own home region is a real selling point for After Sundown; even if the group rarely stays in their home region; they have a sense that where they are from is connected to a wider world.
As it stands; this is roughly what I feel needs to be covered, in order:
Introduction
-Game intro stuff; what is an RPG; the 1+ Hits mechanic of AS;
-Guidelines on making a group of characters for a Co-Op storytelling game; guidelines on Origin Story, In Media Res, and Power Fantasy characters.
The character sheet
-Player; and Character, name entries don't need a real description
-Driving Passions
-
Brief rundown of the 8 powers that each Supernatural
Playable type has to offer
-Maddening Passions (Master Passions is the least clear term; and I've had to relabel it on my character sheets, and in my games)
-Attributes [Physical, Mental, Social]
-Special Attributes [Edge, Potency, Power Points] (Power Points is a fine term; and players have been remarkably mature about the fact that they have "PP" to spend on their ego extension powers)
-Ethical Taboos
-Ideological Moralities
-Disadvantages/Advantages
-Personal Knowledge & Backgrounds [
This needs a much better write up; I've seriously yet to have a player from 3.X/Tomes power gamer to English lit TA not struggle at how to make character backgrounds. I believe that it is due to a Shadowrun and World of Darkness conceit to assume that any player can seriously make up 35~ pts worth of backgrounds; and not tend to just get 5 or so at max (6) ranks; perhaps I don't play with enough improvisational actors or theatre students to see this be less of a problem]
-Active Skills [
yes Background before Active skills; because Backgrounds are always harder to pull off]
Societies [
very brief rundowns of all of the following; more detailed write ups can come in a later chapter]
-Patron's Court
-Secret Membership
-League of Allies
-Antagonists
-Resources/Obligations
-Weapons/Danger
-Supplies/Equipment
-Getting what you Need/Montages/Skill Use/Social Combat
-Magic; Universal; Devotions; Sorceries (Infernal, Astral, Oprphic).
Developing Characters
-Quests/Missions
-Character Advancement
The Background Information
-Setting Information; details on organizations briefed in the earlier chapter
-The World at Night
-Example characters
-Fiction pieces [Can be at the front;
no one is going to really read this btw; I have b/c "why not?"]
Yes, this
is going to gut certain chapters; and turn the entire layout inside out; but it's something that I've had lots of people bring up. People who've played D&D, Shadowrun; World of Darkness
edits:
Orion wrote:Radical Proposal: Feel free to disregard.
We had a conversation earlier about filling out the bestiaries of the other worlds. We talked about making the Dreamland more plot-hook friendly by throwing in a humanoid antagonist -- perhaps Sidhe or Vanir. I think it's time we talked about the Gloom's bestiary, which is in some ways even worse off.
Let me start by acknowledging that Ghosts are awesome. They get to have cool tragic backstories, human personalities, idiosyncratic powers, and underworld civilizations. There's enough material with ghosts to hang an entire campaign on. However, just because ghosts are cool. And of course Zombies have some gravitas as well. The problem is that while both are cool monsters who are Orphic, neither of them gives you much reason to care about the Gloom as a place.
Most zombies are created on earth by other people who are already on earth. Even when a Shadow Gate makes them, the zombies themselves don't come from the other side, only the energy. There's no reason a crypt that spawns zombies needs to be a portal to another plane and not just a magic site or energy well. Ghosts are known for hanging around in the places they died and being obsessed with mortal affairs. Haunted houses are cool, but have nothing to do with the deep Gloom. I'm also skeptical that Ghosts can really fill the role of Demons and Fae as human-like antagonists. They spend too much time being bound in one place or obsessing over petty earth dramas, and not enough time being terrifying alien invaders.
So: since we're already on the topic of ice magic, I got to thinking: what if we put Niefels in the deep Gloom?
I've been leaning towards labelling the Gloom, The Frozen Shadows; and making it more about Ice Ages; all of human coastal civilizations destroyed in The Great Deluge (giving rise to the Shattered Empire).
However, where the Frozen Shadows differs from Earth is that there are totally flooded underwater cities on coastlines filled with ghosts; and most mortals will never know about, or interact with them. Usually their most apparent actions are dismissed as coincidence, such as when their ghostly neighbors decide to suppress foreign invaders trying to invade the homes of their descendants (similar to the (non-)Shelling of Dwarka in the 1960's; but also the Kamikaze which sunk the Mongolian jury-rigged naval fleet).
For me, the Gloom is more of a place where the Masquerade operates as if the Masquerade
didn't occur. So monster princes operate more often in the open on the other side of the nearest mortal Shadowgates, or Wells they control.
Additionally, shipping in Mad Max style convoys to freight with zombie horses/camels/etc. stuff that's too much of a hassle on Earth.
As for Zombies digivolving... I'm glad that I'm not the only one whose had such an idea.
However, Shamblers don't actually eat. They smash and kill. They don't even infect. Soulless (Runners or Spitters; or Spit-Runners) do however spit, run, feed, and infect. Revenants can seriously The Crow, or The Nameless One; and I don't think it will be a problem. They rarely (if ever) have to feed; and prefer to seek out their own agenda.
Once concept that I've been having is to use The Frozen Shadows as a textbook example of nomadic vs sedentary cultures.
With Revenants, and their Soulless helping hands, managing the Zombie herds. Who interact with the Wraith councils of different settlements; and exchange shamblers (who are falling apart?) for the labours of the Wraiths servile (and somewhat anchored?) Poltergeits. While Wisps are used as couriers/messengers between settlements or travelling zombie hers; as well as howling light sources.
The idea being that once a body has spent a year and a day as a corpse, and putrefaction has run its initial course; a quantum replica finally appears in the Gloom; aimlessly seeking its own Wisp as a Shambler; and never likely to ever find it.
Potentially, people who die violently become Soulless in the Frozen Shadows;
so Nazi Zombies, and Allied Zombies seriously continue an insane parody of WWII; in addition to thousands of other wars (or the zombie herds are an eclectic mix of people from all banners in their fold).