Grinner
2012-01-23, 05:00 PM
I've been thinking of writing a d20 Modern horror campaign setting in the spirit of Geist: The Sin-Eaters and lesser-known RPG called Unknown Armies.
I've chosen to draw inspiration from Geist for its theme (second chances) is indirectly tied to my own (death/existentialism).
I've also listed Unknown Armies, since I found it to be beautifully executed structurally. The core rulebook is split into four primary sections. The first represents the first tier of play and describes character creation and basic rules. The second section represents the second tier of play and introduces the player to magic. This continues in the third where magic is expanded upon. Finally, the fourth is reserved for the GM.
The intent is that the player begins by reading only the first section. The GM then introduces content from later chapters as he sees fit. Alternatively, if the GM wants to begin at a later tier of gameplay, the player just reads the appropriate chapters.
I love this idea. Not only is the character's future uncertain but, unlike D&D, so are his means of interacting with the world.
The approach has a number of drawbacks, though. The first is that the surprise from learning the concealed mechanics is good for only a single campaign. Afterwards, the players then know of the mechanics, and the process of exploration loses its appeal. Secondly, and more importantly, it excludes me from the peer review process, PEACH.
This brings me to my point: Do you think the risk of atrocious mechanics is worth the chance for a single, novel player experience?.
I've chosen to draw inspiration from Geist for its theme (second chances) is indirectly tied to my own (death/existentialism).
I've also listed Unknown Armies, since I found it to be beautifully executed structurally. The core rulebook is split into four primary sections. The first represents the first tier of play and describes character creation and basic rules. The second section represents the second tier of play and introduces the player to magic. This continues in the third where magic is expanded upon. Finally, the fourth is reserved for the GM.
The intent is that the player begins by reading only the first section. The GM then introduces content from later chapters as he sees fit. Alternatively, if the GM wants to begin at a later tier of gameplay, the player just reads the appropriate chapters.
I love this idea. Not only is the character's future uncertain but, unlike D&D, so are his means of interacting with the world.
The approach has a number of drawbacks, though. The first is that the surprise from learning the concealed mechanics is good for only a single campaign. Afterwards, the players then know of the mechanics, and the process of exploration loses its appeal. Secondly, and more importantly, it excludes me from the peer review process, PEACH.
This brings me to my point: Do you think the risk of atrocious mechanics is worth the chance for a single, novel player experience?.