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Independent Game Forums => Adept Press => Topic started by: colin roald on January 28, 2004, 03:13:14 PM

Title: Miami Vice onesheet
Post by: colin roald on January 28, 2004, 03:13:14 PM
I have the following as a draft of a one-sheet for the game I'm trying to put together.  I'd welcome any feedback.  The setting is in a lot of ways what I think of as "vanilla Sorcerer", but none of us have played an explicitly Narrativist game before, so I don't see any need to get too fancy.

I *would* appreciate any suggestions anyone has to fit the sorcery more firmly into the theme -- I think that's the weakest part.  I have tried paring back some of the demon options, but I think they still lack a thematic unity.

Also, do you think it necessary to specify the consequence of Humanity 0 any more explicitly?  I've sort of left it open with the thought of picking something that seems appropriate depending on the circumstances of how we get to it in play.

Is there anything else that I seem to be overlooking?


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<h2>Miami Vice</h2>

A Sorcerer Game


It is 1985 in Miami. It is our world, more or less -- Reagan is president;
the Columbian cartels and the Cuban exiles run south Florida; at parties
on giant yachts the supermodels snort cocaine and dance to "Bizarre
Love Triangle" until dawn. Pink suits and beard stubble are in fashion.

Almost all "magic" this and "occult" that is total superstitious hooey
-- almost. You have found, or stumbled across, or been shown, the
golden needle in the haystack; a set of rituals that truly provide
contact with things that are not human.  They were not easy.  You
had to do things that others would not understand or approve of, but
you had the talent and the drive and the vision to do what it took.

But you did what the rituals required of you.  You summoned and bound a
demon.

Why did you do it?

How much farther will you go?



<h3>Humanity</h3>

The price of sorcery is a piece of your humanity, which for this game
is defined as *empathy*, or the quality that allows you to connect
with and understand other human beings.  Actions that buy you
advantage at the price of the grief and misery of others cost you
humanity; sacrificing your desires for others' happiness gains you
humanity.  When a person's Humanity falls to zero they are alienated
from all other humans and unable to form new relationships -- this is
a critically dangerous state for one who has congress with demons.  A
sorcerer PC who reaches Humanity 0 immediately becomes an NPC.


<h3>Demons</h3>

You have bound a demon to your service.  Demons are intelligent
entities with unnatural powers, and wills and desires of their own --
they are NPCs.  They are not Christian devils; they do not come from
Hell; they do not torment the spirits of the dead in the afterlife.
Neither are they merely aliens from "another dimension".  In some
fashion they are twisted shadows of humans -- *anti-souls*.  It is
possible that the sorcerous Summoning ritual in fact *creates* them,
or that it pulls them like memories out of the collective unconscious.
Demons themselves do not actually know much of what they are, and they
lie about what they do know.  They should not be here.


<h4>Demon types:</h4>

Title: Miami Vice onesheet
Post by: Ron Edwards on January 28, 2004, 03:55:51 PM
Hiya,

Now my friend Julie's gonna be mad at me. This is the game she's been pushing to play for a while now.

Overall, it looks very good, especially your minor limitations. I suggest pulling some images off the internet and to include them; that works really well for the atmosphere and some non-verbalized Premise notions.

Here's what I suggest about Humanity: just raise some issues which you're letting them know will capture your attention as GM for Humanity checks and gain rolls. If I had to guess, I'd say, "money, status, and coolness, and the appearance vs. reality of all three." Just leave it at that, coat it with all the atmosphere you already have and can aid with pictures, and let the character creation do the rest.

I suggest that when you're playing this "general" to start, that you should keep an eye on the embedded conflicts in the characters as the players make them. Definitely do it as a group, and ask people to give one another ideas once it gets going. Also look carefully at the "how I found my demon" and "why I Bound my demon" parts - people often skip the second, pretending to answer it by answering only the first, and that really makes a Sorcerer character flat. Oh, and use those diagrams on the back of the character sheets, big-time.

Best,
Ron
Title: Miami Vice onesheet
Post by: colin roald on January 28, 2004, 04:29:38 PM
Quote from: Ron EdwardsOverall, it looks very good, especially your minor limitations. I suggest pulling some images off the internet and to include them; that works really well for the atmosphere and some non-verbalized Premise notions.

Actually, I kind of already did that. :-]  Another idea I learned here.  I suppose I should have included it above:

Handout 1

Actually, that reminded me of why I chose one of those pictures -- maybe demons should include more human Passers:  plastic people would fit with the model scene, I rather think.