07-06-2011, 04:55 PM | #21 | |
Join Date: Dec 2008
Location: Seattle
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Re: Imperfections: Human 'dissonance'
I like your backwards Impudites. Some might even see themselves as glorious benefactors.
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That, to me, rips out most of the great fun of IN, playing an otherworldly being enacting a mostly hidden agenda while looking at the foibles of humanity from an external perspective. Actual combat between opposing forces, epic dramatic fights with lots of Song and Essence use, do happen, but for most celestials that's not a daily or even monthly occurrence in my perception of IN. The IN rules aren't particularly set up for sensible fighting, either, emphasizing melee weapons over guns, lacking any sense of tactical movement, and not tying degree of success (CD) to skill. Again I ask, why create new disadvantages for humans? You've made it clear that celestials interacting with humans isn't for PCs in your perception, since they should be squaring off against their opposite numbers, so why add more rules-weight with the goal of encouraging interaction with humans? The "real work" of celestials is fighting each other, not luring humans into Heaven or Hell, as you say, after all.
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“The world is going to Hell in a hand-basket, but I’ve got Good News: I saved my soul by switching to Heaven.” —Baruel, former Djinn of the Media, now Cherub of Destiny and the Angel of Good News |
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07-06-2011, 05:30 PM | #22 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: Imperfections: Human 'dissonance'
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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" |
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07-07-2011, 03:10 AM | #23 | ||||
Join Date: Jun 2011
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Re: Imperfections: Human 'dissonance'
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More importantly, it means that PCs need a focus on goals that are worth putting (Forces=90, Choir/Band Attunement=5, Rites~9, everything else=36) about 140 cp worth of their Superior's resources into. Perversely this is easiest for the Superiors who haven't been written up: A Trader creating new markets, a Jeanite overhauling a city's electricity supply...although a Trog connecting communities by building roads is also do able. Quote:
Now the most fun I've ever had with a human NPC was a Sorcerer with triple digits of Disadvantages: powerful for a human, but miserable and insane. Both angels and demons had something to offer him - and the angels eventually won out: because they could offer him the Light of Heaven, the knowledge that all his Disads would be stripped if he made it to Heaven. (The Destiny of 'refuse demons to point of death' made this easier for him, of course). My idea with Imperfections was to recreate this on a smaller scale so that it could add a bit of depth to other plots. |
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07-07-2011, 12:15 PM | #24 |
Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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Re: Imperfections: Human 'dissonance'
Most wars, yes, but don't forget that In Nomine was created at the end of the Cold War. This particular War is a war of ideas and ideals and propaganda, not swords and bombs; it's a war for the hearts of men and women. There's very little actual physical combat going on.
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
07-07-2011, 05:18 PM | #25 |
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
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Re: Imperfections: Human 'dissonance'
At the very least, humans provide plots.
• "Somebody died oddly. Go find out why." (The Rats' Revenge.) • "Look at all those humans who need influencing! Let's get to it!" (A Very Nybbas Christmas • "Oh, look, disturbance and Weird Stuff!" (The Sorcerer's Impediments) • "Oh, look, Weird Stuff and a mass murderer!" (Feast of Blades • "Oh, look, a Balseraph appears to be in love with a human!" (Cupid's Arrows) • "Oh, look, HOSTS!" (Demon Seeds) Are the humans major players in all these? Not all of them. Sometimes they're just an excuse to do "okay, go check out X." But in a longer-running campaign, having distinctive human hangers-on makes it more likely that the PCs will plausibly go, "Oh, Lee is acting funny; we should find out what's wrong." Plus you can get them investigating things that might or might not be Enemy Celestial Action; if they aren't, the celestials have to make sure their cover isn't blown. If it is ECA, then the celestials have to handle it... and still not blow their covers! Making humans more powerful, mechanics-wise, is generally more elegantly done in GURPS In Nomine, in my experience, though.
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--Beth Shamelessly adding Superiors: Lilith, GURPS Sparrials, and her fiction page to her .sig (the latter is not precisely gaming related) |
07-07-2011, 05:56 PM | #26 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: Imperfections: Human 'dissonance'
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EDIT: That's not meant as a criticism of IN, by the way. I enjoy the game a great deal. But as written, it clearly does have celestial PCs in mind, and does require some work to put humans on the same playing field.
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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" |
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07-07-2011, 06:00 PM | #27 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: Imperfections: Human 'dissonance'
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("Halos & Horns" -- hmmm, that has kind of a retro feel to it.)
__________________
“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" |
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07-07-2011, 06:13 PM | #28 | |
Join Date: Oct 2009
Location: Boston, MA
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Re: Imperfections: Human 'dissonance'
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Personally, I like human NPCs who actually stick around for multiple sessions because they contrast well with celestials in their flexibility, which I think gets my players reflecting more about the nature of their own PCs. In one game I ran, for instance, two of the humans seemed introduced basically as props, just to populate their occult-shop headquarters with an exasperated sales clerk and a goofy shopper. When the PCs ended up stretched too thin, though, they ended up relying on these humans to take care of them -- watching over their bodies while they wandered the Marches, delivering important messages to places the PCs would be recognized, and even going endangering themselves by going undercover. One character who was introduced as comic relief (and would've had a "Naive" Imperfection if I were using such rules) ended up becoming quite beloved by the players when he proved he could come through when they needed him most. I don't think even I would've given him a chance, but the players did, which got me to think about how to make him less two-dimensional. And this leads players, I think, to question how deep their own characters are, given that those are basically built on archetypes, stereotypes, and dissonance conditions to begin with... In other words: humans are indeed useless if you're playing In Nomine as if it were D&D, but they can totally make the game if you're focusing on plot and character development over the more literal battles on the front lines of the War. |
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07-07-2011, 07:28 PM | #29 | |||
Join Date: Dec 2008
Location: Seattle
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Re: Imperfections: Human 'dissonance'
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In other words, I agree with this. Quote:
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__________________
“The world is going to Hell in a hand-basket, but I’ve got Good News: I saved my soul by switching to Heaven.” —Baruel, former Djinn of the Media, now Cherub of Destiny and the Angel of Good News |
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07-07-2011, 08:48 PM | #30 |
Join Date: Jun 2011
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Re: Imperfections: Human 'dissonance'
Korea, Vietnam, Israel, Afghanistan, Indonesia, Operation Condor, Somalia...
Mind you, your initial point is valid. IN is a cold war - rather than nukes, you've got Superiors, and if multiple Superiors end up brawling the planet goes away. So combat has to be rapid and mobile, and making sure your target can't call in help is more important than the damage you can do. |
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humans, variant rules |
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