11-19-2010, 01:14 PM | #31 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: GURPS CABAL: A problem
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11-21-2010, 04:26 AM | #32 | |
Join Date: Aug 2005
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Re: GURPS CABAL: A problem
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billing or the main event is Infinity vs. Cabal nyper-rational and skeptic Centrum doesn't bring much to the table. UNLESS the players have fully bought the "Centrum does not believe in the supernatural and would either be completely and helplessly flabberghasted by it or immediately turn their efforts to wiping it out" ideas. The hermetic magic of the Cabal is a science with resonably clear rules - it's the kind of magic Centrum would approve of, even if they'd never approve of the Cabal. (If memory serves they're also bigger on psionics than Infinity.) The EU is the kind of thing Centrum explicitly approves of and, thinking like a Centran, the obvious way of making the modern US more supportive of Centrum-style transnationalism would be to let it simmer for a while in, if not outright warlordism, a combination of depression, isolationism, civil unrest and too-small government. |
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11-21-2010, 03:10 PM | #33 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS CABAL: A problem
What if the PCs are working for Interworld?
Last edited by sir_pudding; 11-21-2010 at 03:17 PM. |
11-22-2010, 06:21 AM | #34 |
Join Date: Jul 2007
Location: West Virginia
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Re: GURPS CABAL: A problem
Frankly, antagonists that think differently, and thus react differently are good. A Centrum Agent would expect a Cabal magus to act rationally, by his standards of rational. Anything else would seem mad. The Magus would tend toward seeing the Centrum Agent as hamstrung by a rigid psuedo-rationality, and mad in a different sense. Each would tend to surprise the other at odd times. The Interworld guys, used to pluralism, would be more flexible, but they'd also both underestimate and be underestimated.
Good times.
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11-22-2010, 09:06 AM | #35 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: GURPS CABAL: A problem
Well, a third player always brings uncertainty to the table when the moves are covert. If we're playing in two, whatever I didn't do, was done by you. But when a third party comes up...
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11-22-2010, 09:31 AM | #36 |
Join Date: Aug 2004
Location: Boston, MA
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Re: GURPS CABAL: A problem
The couple Cabal games I have run do end up with the PCs eventually joining. All that does is change the game from PCs v. Cabal to PCs + their Cabal allies v. evil/crazy lodge.
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11-22-2010, 09:47 AM | #37 |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: GURPS CABAL: A problem
LOL The inverse of Cosby's Law: Parents of one child aren't really parents, because if something gets broken, you know who did it. :)
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
11-23-2010, 02:14 AM | #38 |
Join Date: Aug 2004
Location: Top of the deck
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Re: GURPS CABAL: A problem
To the OPs point, I've run a campaign like this with the PCs as Cabalists; like most, they were brought in as outer-circle dupes and only gradually had the nature of the organization revealed to them. Discovering that their English Literature teacher's (the late) Mina Harker, dealing with the troll living under the bridge in the college campus... small steps into the darkness.
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11-24-2010, 10:07 AM | #39 | |
Join Date: Jul 2007
Location: West Virginia
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Re: GURPS CABAL: A problem
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11-24-2010, 02:57 PM | #40 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: GURPS CABAL: A problem
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Tags |
cabal |
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