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"Thought Eater: Evil"

3 Comments -

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Anonymous Anonymous said...

It’s not, can’t be, the rules, but an implicit understanding of the nature of evil and, consequently, the rules of engagement.

Whoooaaaa, that just blew my damn mind. Like, maybe one of the most important things that defines an RPG is the nature of the conflict (hit it with your axe, outmaneuver it with your network, outthink it before you go crazy, etc.). And mixing those up, cross-genre-wise, could really liven up a campaign that might have gotten too familiar.

For example, in a Star Wars campaign the PCs tend to do a lot of shooting cannon fodder. It's understood that Sith or other Force users are a different kind of thing, but what if you ran the Sith/Dark Side as a Cthulhu-esque perversion of reality that can only be stopped at immense cost?

Or what if you surprised your CoC players with wave after wave of cultists to mow down? Might shake them out of comfortable assumptions about looking for tomes to hold off Great Old Ones if they're too busy killing the cultist horde that's trying to eat them and the rest of the town.

Anyway, the upshot is that by giving me a new way to think about this stuff, it's given me a whole pile of gameables. Very nice.

October 5, 2015 at 1:38 PM

Blogger Kitchen Wolf said...

"what if you ran the Sith/Dark Side as a Cthulhu-esque perversion of reality that can only be stopped at immense cost?"
Isn't that pretty much the Cliff's notes version of 40K?

October 5, 2015 at 10:21 PM

Anonymous Anonymous said...

Ha, yeah, good call.

I guess my problem with the Sith is that the Dark Side is supposed to be seductive, but we don't really see that much in the movies. The closest is at the end of ROTJ when Luke is hammering on Vader, and clearly has the upper hand because he let his anger take over. The prequels make the Sith out to be master manipulators but the idea of the Dark Side as a seductive, corrosive force (or Force) doesn't really come through.

I think maybe this is an opportunity for RPGs, though. Like, players come in with the idea that the Dark Side is pretty much what they've seen in the movies. But it could be a lot more. Maybe a little less martial arts + techno-fascism and more vampiric, Cthulhoid, or Hannibal Lecter. Maybe you end up serving the Dark Side without even really realizing it. Hard to pull off in-game, but probably a worthy goal.

I feel like the GM should be like the little red devil on the Jedi character's shoulder, pointing out ways to get ahead by subtly (at first) misusing her powers. Doing the right thing shouldn't be easy - it should be like trying to run in waste-deep water.

Maybe I just need to read some 40K GM advice on Chaos - any good stuff out there I should check out?

October 7, 2015 at 11:28 PM

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