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[Introduction, Link to the Setting and Power 19] Paradise City

Started by Greg 1, May 09, 2008, 08:53:18 PM

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Greg 1


INTRODUCTION

In the year 2106, Paradise City is a sprawling Arizona metropolis lying in the heart of the Mojave desert. Great wealth coexists with great poverty here and for most citizens, violence is simply a part of life. The city was founded in the late 2030s, in order to ease the United States' population pressure and today is one of the most populous cities in the country.  Paradise receives little support from the state and federal governments and is mostly autonomous. The city is a democracy, although hardly anyone bothers to vote.  Instead, Paradise is ultimately controlled by the corporations – money is power. If the corporations do not control a section of the city, it is probably because that section is not worth owning.

LINK TO THE SETTING

http://wiki.rpg.net/index.php/Paradise_City:Main_Page

POWER 19

1.)   What is your game about?

The setting is unashamedly of the "cyberpunk" game genre, like Cyberpunk 2020, GURPS Cyberpunk, Shadowrun and others.  It is a near-future urban nightmare complete with evil corporations, violent gangs and a smorgasbord of weapons and cyberware.

2.) What do the characters do?
The short answer is "whatever they want".  Any adventure that might be had in a non-magical city environment could be had in Paradise City.  Experience suggests that players are likely to want to be street mercenaries, selling their skills to the highest bidder.  However, the party could be anything; a rock band, police officers, even a family just trying to survive.
 
3.) What do the players (including the GM if there is one) do?

As in most role-playing games, the players control one character each while the GM runs the rest of the universe.

4.) How does your setting (or lack thereof) reinforce what your game is about?

The setting reinforces the themes of freedom, responsibility, the individual and society by requiring the PCs to decide what they will do with power as members of a society with very firm (though conflicting) views on what a mage should be and on what a human being should be.

5.) How does the Character Creation of your game reinforce what your game is about?

There are two main ways in which character creation reinforces the themes of identity and alienation.  Firstly, every PC will have specific skills and talents reflecting exactly where in Paradise City they grew up.  For instance, if a PC grew up in Church Hill, they are going to know something about brawling and about Church Hill street culture.  Someone born in Eastgate might know nothing of either, but will know how to handle herself in respectable company.  Secondly, the extensive use of cyberware in society offers transformation.  Whether that transformation is self-actualization or the loss of humanity is in the eye of the beholder. 

6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?

The game rewards both forethought and the ability to act on the spur of the moment.  GURPS combat is gritty and dangerous and Paradise City is a violent and unpredictable place.

7.) How are behaviors and styles of play rewarded or punished in your game?

The greatest danger is physical injury or even death.  The characters are highly capable but they are not superheroes.

8.) How are the responsibilities of narration and credibility divided in your game?

The players decide what their own character does, thinks and feels.  The GM decides everything else.

9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)

There are three main ways.  Firstly and most importantly, by giving the players a concrete but varied setting, the setting should seem vivid and interesting.  Secondly, the setting gives the PCs the ability to get ahead in the world.  Lastly, the setting is a dangerous one.

10.) What are the resolution mechanics of your game like?

The game uses the GURPS 4E system, from Steve Jackson Games.  I find them to be realistic, complete and fast in play.

11.) How do the resolution mechanics reinforce what your game is about?
While I rate GURPS highly as a system in general, it is particularly appropriate for running games in this setting.  The grit and realism of GURPS is perfect for a cyberpunk feel.

12.) Do characters in your game advance? If so, how?
Characters can make it rich with hard work and luck.  Those who seek personal empowerment through cyberware can pursue that if they can make the money to afford it.

13.) How does the character advancement (or lack thereof) reinforce what your game is about?

Characters have to decide to what extent they are willing to change themselves cybernetically.  Will they replace a healthy organ with a synthetic one?  Would it be worth it to look like a mechanical horror?  Characters should always be tempted to remove themselves a further step from humanity.

14.) What sort of product or effect do you want your game to produce in or for the players?

I hope to provide the players with an environment in which they can immerse their characters deeply, so as to enhance the roleplaying experience.  I also hope to provide them with a setting full of action, danger and opportunity.

15.) What areas of your game receive extra attention and color? Why?

The most detail has gone into describing the different geographical areas of Paradise City.

16.) Which part of your game are you most excited about or interested in? Why?

I am most interested in the differences between the various areas of the city.  My intention is that each one should provide a unique experience.

17.) Where does your game take the players that other games can't, don't, or won't?

Most "cyberpunk" games take the players to one environment.  Paradise City features many.  This makes the game a more varied experience.

18.) What are your publishing goals for your game?

I wish to give it away free on the internet for people to plunder as they wish.

19.) Who is your target audience?

The target audience is people who have played other games in the "cyberpunk" game genre, such as Cyberpunk 2020, GURPS Cyberpunk and Shadowrun.  My intention is to offer these gamers a more varied experience by offering them a city with a number of distinct environments to explore.  Often, all parts of "cyberpunk" cities have felt the same to me, so I wanted to offer a setting where there would be dramatic differences.  I also wanted to offer the most extensive list of cyberware in any setting, just because it is fun.