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Considering engineering a TPK
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<blockquote data-quote="Celebrim" data-source="post: 3274431" data-attributes="member: 4937"><p>I know what you mean.</p><p></p><p>To be honest, my first exposure to the Masq rulebook must have been something like Pat Robertson's first exposure to the AD&D Monster Manual. I was creeped out. This was simply speaking the first game book I'd ever picked up that just felt 'Evil'. I wanted to put the book down and take a long shower. I wanted to warn my friends not to get sucked into this. I thought it was dangerous.</p><p></p><p>But then I saw the game in play and said, "Oh, well this isn't so bad. It's basically just a super hero game in black clothes with a little bit of extra political drama thrown in. If that's all there is too it, I can put up with that. Silly me for getting creeped out by a mere game."</p><p></p><p>But after playing the game a few times I found it totally unsatisfying because it didn't seem at all to capture the flavor and artistic direction of the source material. PC's consistantly abused the rules to minimize the amount of monsterousity in the game and the amount of soul searching that the game involved. About as much monster the players were actually interested in was a brooding, sexually frustrated teenager living out 'safe' power fantasies. None of them were really interested in the fact that the game was about monsters or what that might mean. So I started thinking about what I would to do make the game other than a super hero game in disguise and after thinking about it for a while, it wierded me out again and I decided that the game was probably better off as a wierd super hero game played with no more darkness than a brooding, sexually frustrated teenager. That's what made it bearable, even if it did make it shallower than the original text seemed to aim for.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3274431, member: 4937"] I know what you mean. To be honest, my first exposure to the Masq rulebook must have been something like Pat Robertson's first exposure to the AD&D Monster Manual. I was creeped out. This was simply speaking the first game book I'd ever picked up that just felt 'Evil'. I wanted to put the book down and take a long shower. I wanted to warn my friends not to get sucked into this. I thought it was dangerous. But then I saw the game in play and said, "Oh, well this isn't so bad. It's basically just a super hero game in black clothes with a little bit of extra political drama thrown in. If that's all there is too it, I can put up with that. Silly me for getting creeped out by a mere game." But after playing the game a few times I found it totally unsatisfying because it didn't seem at all to capture the flavor and artistic direction of the source material. PC's consistantly abused the rules to minimize the amount of monsterousity in the game and the amount of soul searching that the game involved. About as much monster the players were actually interested in was a brooding, sexually frustrated teenager living out 'safe' power fantasies. None of them were really interested in the fact that the game was about monsters or what that might mean. So I started thinking about what I would to do make the game other than a super hero game in disguise and after thinking about it for a while, it wierded me out again and I decided that the game was probably better off as a wierd super hero game played with no more darkness than a brooding, sexually frustrated teenager. That's what made it bearable, even if it did make it shallower than the original text seemed to aim for. [/QUOTE]
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