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Joe Prince:Sounds cool Malc. I think you should keep with the temperature theme though how about Smouldering Straits? Simmering Nexus? Almost as good as Lukewarm Village.
Joe Prince:I think a mission based structure would be great. How about making the PCs all members of some sort of secret society that seeks to possess archaeological treasures from ancient civilisations – which of course have sinister occult properties…
Malcolm Craig:One part I'm struggling with (and the bit I would like help with) is pulling the characters together. In CC you have the RPA, in HW you have the SSG. In this game I'd like to be a bit more expansive, but still provide a concrete foundation for bringing characters together. I'm thinking that as part of the collaborative game creation process, there are several choices for why the characters are together.
Malcolm Craig:As regards how to bring characters together, I've been making notes about (character) group creation as part of the overall game creation process. What is the group? Why are the characters involved? What assets/powers/relationships do they have? And various other things. With some work, this could be a very workable way of sorting things out. And: why is an individual character with this group: to support, to subvert, to gain in some way, etc?
Malcolm Craig:Connected to that, one of my other thoughts has been to abandon the Factional/Organisational Hidden agenda in favour of a goal/mission based agenda. A good analogy to this would be the military missions from Duty & Honour.
Malcolm Craig:Personal hidden agendas would essentially remain the same. Or maybe they too can change?
Malcolm Craig:Oh, and I was thinking of making initial character description very easy: choose an adjective, choose and nationality, and choose an occupation, background or role.
Gary Bowerbank:I'm not there on the setting yet, you're not convincing me, so as Joe Punter what I'd like to see is something new in the rule set to get me excited. If I may be so bold, the SSG for example seems a fairly bog standard "you're working for X and they give you missions" thing. What would be useful to see is a method of creating your own group or organisation (maybe even giving that institution a profile that could be brought into conflicts). They players decide if they want to be a Gentleman's Club of bored, rich young men looking for something, or a subversive political cell, or whatever else it is they think they need to be.
What's the difference between a Goal and an Agenda? D&H is more structured in its scenes and conflicts from what I've seen, but I'm not sure what you're suggesting with the name change, aside from in your example, other people can effect it.
I don't see any immediate gain from changing one and not the other. With friction in the group and personality differences, or the potential for someone's personal mission to conflict with someone's wider goals, I would expect the same "interfering" mechanics to work for personal as well as factional agendas (missions).ExampleScott's family who guide and sponsor him abhor Muslims and he gets +2 dice whenever conflicting with them or their goals, being Factionally aligned to reducing whatever influence the Ottoman's may have.Neil personally wants to marry an Ottoman widow (whether for love or the wealth, who can say), he gets +2 dice when trying to reach betrothal.Neil's potential bride wants to be invited to the Ambassador's ball and Neil tries to arrange it though his contact, but Scott can't stand the thought of her being given credibility and similary uses his contacts to discredit the woman.If Neils succeeds he gets a tick in his Personal mission (and Scott a cross in his Factional one), if he fails to get the invite he gets a cross for the set back to his wedding plans (and Scott a tick for limiting the influence of his family's enemy).
What does being Russian, or Greek, or anything else bring to the table? Is it just a descriptor? Does it summon up the same ideas for everyone round the table? Or does it need clarifying what, if anything, that means? Does nationality have a direct impact on the game? Is that what its about?
Joshua A.C. Newman:I see a couple of possibilities here, fictionally. One is, as you say, the end of the Ottomans (I wanna play a Janissary!) The other is the rise of Fascism in Spain, Italy, and Germany (where they took hold — there are other places where it didn't, but that doesn't mean it wasn't present, e.g. the US and UK).
I've been thinking for a couple of years now about Orient Gateway and No Pasarán as models for an RPG. I think the occultist stuff may be best buried in the silt of the Bosphorus, but Spain in the 1930s was a really horrific place and therefore a great setting, particularly given the inspiration of Pan's Labyrinth.
Neil Smith: It would be nice to have a game that's about creating something new from the pieces you have lying around. A game of crafting, perhaps were the foundations of the twisted technology get laid down.