View Single Post
Old 07-09-2010, 05:25 AM   #15
sgtcallistan
 
Join Date: Sep 2006
Location: Chatham, Kent, England
Default Re: Modern (Action!, Cliffhangers, ___ Ops) Weirdness?

Quote:
Originally Posted by macphersonrants View Post
What sorts and levels of weirdness do you like in your pulp through modern games?
What sorts of occult power options do you like?
Do you prefer Lovecraftian baddies or something more like Conspiracy X, WOD, or Cabal?
What sort of elements would sell you on a modern-ish secret magic, conspiracy, or horror setting?
Pulp game I have designed and played: their are greater powers, as in Indiana Jones, but they are independent of us (or judgemental, like the ark of the covenant), or only understood by villains on the road to their own destruction.
Heroes tend to survive due to skill, luck and even faith. 'With one bound he was free'.

My more modern games have a similar wierdness level; arguably better hidden, perhaps reflecting the widespread fall in belief in religion in the west; 'greater powers' are disguised as new scientific principles (the Large Hadron Colider makes a contact...), or a meeting with a group of opponents may be informed by their beliefs 'in opposition to the groups'.

An opposing group might be the victims of a charismatic preacher, and beleive themselves good Christians, Muslims, Shintoists, whatever.

This is an extension of the pulp 'mad scientist discovering a new ray' school of pulp wierdness, where the discoverer must fund his experiments into teleportation by getting theives into a bank vault without opening it...
-his thieves will wear the uniforms provided, pay lip service to his guidance, then act as normal for them, as there's money involved, even if they run a risk of materialising on Mars.

Hope this useful.
It's deliberately vague to avoid insult and to stimulate thought on your own usage.
sgtcallistan is offline   Reply With Quote