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[Sorcerer] The mini-supplements
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Topic: [Sorcerer] The mini-supplements (Read 3303 times)
Nero's Boot
Member
Posts: 58
[Sorcerer] The mini-supplements
«
on:
January 18, 2006, 12:34:02 PM »
What can y'all tell me 'bout the
Sorcerer
mini-supplements? As preparation for writing my own mini-supplement, I have decided to buy all six currently available e-sourcebooks. I am particularly interested in
Schism
, as both my mini-supplement and it both detail psionics (though presumably
Schism
's treatment of the subject is
much
more in-depth than mine). So, tell me 'bout each mini-supplement (especially
Electric Ghosts
, whose ad at the
Sorcerer
mainsite seems...vague in the extreme): The good, the bad, and all that lairs between.
--in particular, how well does
Urge
simulate lycanthropes? NB
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CURRENTLY PLAYING:
Torg
1.0;
Changeling: The Dreaming
Time of Judgment; and
Sorcerer
.
CURRENTLY PLAYING: D&D v3.5.
CURRENTLY READING:
Underground
core rulebook;
My Life with Master
; and
Stormbringer
5e corebook.
Nero's Boot
Member
Posts: 58
Re: [Sorcerer] The mini-supplements
«
Reply #1 on:
January 18, 2006, 01:46:32 PM »
...anyone?
--I'll be getting all six this coming Tuesday NB
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CURRENTLY PLAYING:
Torg
1.0;
Changeling: The Dreaming
Time of Judgment; and
Sorcerer
.
CURRENTLY PLAYING: D&D v3.5.
CURRENTLY READING:
Underground
core rulebook;
My Life with Master
; and
Stormbringer
5e corebook.
Bret Gillan
Member
Posts: 375
That's Bret with one 't' damn it.
Re: [Sorcerer] The mini-supplements
«
Reply #2 on:
January 18, 2006, 01:55:59 PM »
I've read Schism and Charnel Gods, but I have no actual play experience with either (hopefully will remedy that eventually).
Schism is cool. Jared did a lot of neat things with psychic powers, and has established a cool setting and has lots of good advice for giving your game the feel that Schism is geared towards. One rule I particularly like is that when you hit Humanity 0, next session is your character's last game and you have the opportunity to push your character towards the death you want for him/her.
Charnel Gods has gotten raves from everyone, and reading it I can see why. It has a cool setup (Fell Weapons, the apocalypse and all that), and I really want to run it in a modern setting. I'm imagining lone sorcerers with Fell Weapons taking on armies a la Akira. It's packed full of good stuff.
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Peter Nordstrand
Member
Posts: 501
Re: [Sorcerer] The mini-supplements
«
Reply #3 on:
January 18, 2006, 02:34:21 PM »
Hi Nero's Boot,
I wish you the best of luck playing Sorcerer as well as writing your mini-supplement. I really do. Sorcerer is one of my favourite games, and you seem like a fun and enthusiastic guy.
You will probably not like what I am about to tell you: It is time for you to shut up for a couple of days now and wait for people to answer. I am not being unfriendly. This is good advice. Eleven posts in one day is just too much. You need to give people time to reply, or they will ignore you. Also you need to give yourself time to think a bit about what you are writing. If you want other people to treat you seriously, take the time you need to ensure that what you write has substance way beyond "hey, nobody has replied to what I wrote in over an hour, and my game is coming upo next tuesday."
All the best,
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Eero Tuovinen
Acts of Evil Playtesters
Member
Posts: 2591
Re: [Sorcerer] The mini-supplements
«
Reply #4 on:
January 18, 2006, 04:13:23 PM »
Peter has a point there, Boot. I don't know how much experience you have about writing, but I for one have learned to simply not engage in hypothetical writing. Better to get something done first and brag about it afterwards. (Unless, of course, you're already at the point where you can talk of your upcoming project with confidence and in full knowledge of what you're getting into, in which case it's certainly an available technique.)
That being said, I seem to remember that
Urge
by Clinton R. Nixon, as well as his Matrix supplement - the name of which I forget - are available for free nowadays. I don't know if you're already reading them, but if not, go to it. I find Urge especially fascinating myself. Should probably get all the other mini-supplements as well at some point.
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Hisho
Member
Posts: 24
Re: [Sorcerer] The mini-supplements
«
Reply #5 on:
January 19, 2006, 08:37:59 AM »
How well does URGE simulate lycanthropes?
Well, you could possible play a game with werwolfs using URGE but you are in for a real treat. It's about people who have, inside of them, a primal URGE and they have to fight it to hang on to their humanity.
It's like you're playing people with real lycanthropy (as defined in modern psychology), but this time with real powers. It's cool, and I like it really because it is better suited for the classic Werewolf-story as what hollywood or WW Werewolf does.
So, it's not about eco-terrorists, shapeshifting beasts and the fight against evil. No it's a game about men's fight against his own primitive predatory nature.
Well, haven't played it yet but I absolutely would love to play it as a player, as a GM I can't find someone who is willing to GM for me. Oh, and by the way, if you search for a sorcerer supplement that works great with only one player URGE is real good in doing this.
Michael
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Jasper Polane
Member
Posts: 57
Re: [Sorcerer] The mini-supplements
«
Reply #6 on:
January 20, 2006, 06:13:25 AM »
You can download the full text for Urge for free here:
http://www.anvilwerks.com/src/urge/urge.html
--Jasper
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