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*TTRPGs General
Are Dark Matter Characters Ruined After Certain Encounters?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1895634" data-attributes="member: 12332"><p>Hrm. Do you have the original Dark*Matter book or are you working out of the Poly mini-game?</p><p></p><p>Dark*Matter, generally, revolves around the Hoffmann Institute. Hoffmann knows "the truth", so to speak, and most agents that work for Hoffmann know that truth as well: Things are out there. Aliens. Demons. Magic. Blasphemous Tomes, etc.</p><p></p><p>The REASON Hoffmann agents are approached by the Institute is usually in response to their survival of some obvious paranormal experience ... these individuals are some of the few that know the truth of what lies beneath the surface of our reality, and thus they are inducted into the larger group in order to investigate and, often, keep that secret reality from breaking through into our own.</p><p></p><p>So yes, after the first adventures the characters will believe in the unbelievable ... but that's usually the point of Dark*Matter.</p><p></p><p>The REAL trouble comes from trying to function in the world, investigating these things, without revealing the presence of that Other Side. The characters are cops? How do they handle the fact that THEY KNOW the truth, but nobody else does ... nobody else would believe them ... in fact, others would think they were mad if they firmly insisted that their experience was real. What if the Institute approaches them? Now they have a group they can turn to that knows what they know, that can tell them that they're not going nuts ... aliens are real, the thing that tore that guy's face off WAS a demon, and the mayor is being controlled by nanites.</p><p></p><p>But how do they work for the Institute and the police at the same time? Maybe the Institute wants them to remain in their current positions as a sort of sleeper cell, under cover ... they intercept the strange crimes ... the Institute finds "ways" to keep them assigned to the odder stuff ... doesn't the Cheif seem a little strange these days? Maybe the Institute isn't so humanitarian as it first seemed, what kind of leverage did they get on your superiors to cover up these incidents and funnel them to the PCs?</p><p></p><p>Etc etc. Dark*Matter isn't really about confronting the paranormal and disbelieving it. One or two PCs might not believe their own eyes ... but that'll be a side-element of the RPing ... it's about knowing the truth AND knowing nobody else believes. Investigating the odd, the fortean, the weird ... and KNOWING it might actually be a ghost or demon, but never being sure until the demon reveals itself.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1895634, member: 12332"] Hrm. Do you have the original Dark*Matter book or are you working out of the Poly mini-game? Dark*Matter, generally, revolves around the Hoffmann Institute. Hoffmann knows "the truth", so to speak, and most agents that work for Hoffmann know that truth as well: Things are out there. Aliens. Demons. Magic. Blasphemous Tomes, etc. The REASON Hoffmann agents are approached by the Institute is usually in response to their survival of some obvious paranormal experience ... these individuals are some of the few that know the truth of what lies beneath the surface of our reality, and thus they are inducted into the larger group in order to investigate and, often, keep that secret reality from breaking through into our own. So yes, after the first adventures the characters will believe in the unbelievable ... but that's usually the point of Dark*Matter. The REAL trouble comes from trying to function in the world, investigating these things, without revealing the presence of that Other Side. The characters are cops? How do they handle the fact that THEY KNOW the truth, but nobody else does ... nobody else would believe them ... in fact, others would think they were mad if they firmly insisted that their experience was real. What if the Institute approaches them? Now they have a group they can turn to that knows what they know, that can tell them that they're not going nuts ... aliens are real, the thing that tore that guy's face off WAS a demon, and the mayor is being controlled by nanites. But how do they work for the Institute and the police at the same time? Maybe the Institute wants them to remain in their current positions as a sort of sleeper cell, under cover ... they intercept the strange crimes ... the Institute finds "ways" to keep them assigned to the odder stuff ... doesn't the Cheif seem a little strange these days? Maybe the Institute isn't so humanitarian as it first seemed, what kind of leverage did they get on your superiors to cover up these incidents and funnel them to the PCs? Etc etc. Dark*Matter isn't really about confronting the paranormal and disbelieving it. One or two PCs might not believe their own eyes ... but that'll be a side-element of the RPing ... it's about knowing the truth AND knowing nobody else believes. Investigating the odd, the fortean, the weird ... and KNOWING it might actually be a ghost or demon, but never being sure until the demon reveals itself. --fje [/QUOTE]
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