So, how’s it going?

Not so bad, thanks for asking. Apart from updating this blog, it seems.

“Esotericism now classes these seven variations, with their four great divisions, into only three distinct primeval races — as it does not take into consideration the First Race, which had neither type nor colour, and hardly an objective, though colossal form.”

Helena Blavatsky, The Secret Doctrine vol. 2: Anthropogenesis

In trying to wrap my head around WaRP, I seem to have written a completely new game by mistake. It’s approaching readiness for public consumption, and I’m quite pleased with it.

It started with me putting a bit of meat on the bones of the Fringe Powers section of the WaRP rules. Not in the sense of greatly expanding the list of available powers, but more in the sense of making a “fringe powers toolkit”. I’ve long admired Everway’s approach to constructing powers and I wanted something similar in this system.

To that I’ve added stress loading mechanics (taking inspiration from Don’t Rest Your Head and Greg Saunder’s Summerland). Partly this leverages WaRP’s Flaws, Motivations and Secrets, making them slightly more mechanical.

The third item is agency building. Nothing complicated. But in this game, the characters are under constant observation by agencies with (a) different motivations and (b) different lines they’re willing to cross.

Anything else?

Well, it’s urban fantasy, it’s characters-as-the-monsters, so it’s well-trodden ground by both mainstream and indie RPGs, well into my comfort zone if not very original. Closer to the spiral into madness of DRYH (i.e. the way Vampire: the Masquerade should be) than the messy relationship territory of Monsterhearts.

But it’s bring your own myth. There’s a bare minimum of premise (where the monsters really come from) but after that, well — a fairy is a fairy, a vampire is a vampire. Any creative player interested in this genre will put their own spin on the myths, no need for me to provide mine. Although for the record, I’ve been watching Grimm and re-reading Clive Barker’s early fantasy.

So I’m feeling fairly positive about the exercise, and the modular approach is working — the components here also slot right into my other game.

Anyway:

[we are]

There’s no easy way to say this, so I’m going to come out with it.

You’re a vehicle for an Atlantean colony. Somehow you became infected with a microscopic pre-human civilisation. Possibly you inherited it from your parents. Or maybe you were bitten recently by… something… and the colony found a new vehicle. Maybe someone deliberately infected you for their own reasons. Do you remember being bundled into a black van by people in ski masks and given an injection against your will? That’s how it happens sometimes.

Vehicle is one of their terms, by the way. You’re a means to an end, something that they can steer. They’ll steer your body, your thoughts, your feelings, your life. Eventually, none of this will be yours.

Have you been experiencing any side effects? Altered perception? Strength, speed, appetite? Urges to meet strangers in remote gothic locations to compare clothing? 

The Institute is here to help. We’re just going to need a sample. Lie still.

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