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General Tabletop Discussion
*TTRPGs General
Do you find the IK hard to write adventures for?
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<blockquote data-quote="Geron Raveneye" data-source="post: 2709153" data-attributes="member: 2268"><p>My main problem is that the biggest cohesive theme of the setting is WAR. In capitalized letters, even. Nearly every big nation is at each other's throat, and the smaller ones are either occupied, or sitting on the sidelines hedging their bets. Nearly 50% of the descriptions in the World Guide revolve around the most recent war, its effects on most communities, industry, military presence and commerce.</p><p></p><p>Now I realize that IK is the background the Privateers have their Warmachine game taking place in, but I'd so have preferred to get that separate from the roleplaying background. The way it looks, it goes the same way L5R went...at least for me. Plenty of background information I have no use for, and actually have to work around, because I don't like the "official" timeline of the setting, which in turn makes much of the material published less valuable for the € I spend for it. Not that I consider stopping to buy it, especially as there is not that much new stuff out for the RPG setting every month.</p><p></p><p>With this overarching war motif that pervades every level of the game, it simply becomes harder to work something different into the IK. One simply gets sucked into this "heavily industrialized war" feeling. The only other easy-to-see alternative is playing spy vs. spy games around...you guessed it...war secrets. I mean, come on, even when I read that little blurb about the Khadorans unearthing ancient orgothian weaponry and secrets, I had to think about <em>Indiana Jones: Raiders of the Lost Ark</em>, with the Nazis trying to gain mystical weapons for their war efforts. That kind of game can be fun, when you want to play it, but it makes it hard to play something else. Apart from the fact that the tech level has risen exponentially since the first Witchfire adventures.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2709153, member: 2268"] My main problem is that the biggest cohesive theme of the setting is WAR. In capitalized letters, even. Nearly every big nation is at each other's throat, and the smaller ones are either occupied, or sitting on the sidelines hedging their bets. Nearly 50% of the descriptions in the World Guide revolve around the most recent war, its effects on most communities, industry, military presence and commerce. Now I realize that IK is the background the Privateers have their Warmachine game taking place in, but I'd so have preferred to get that separate from the roleplaying background. The way it looks, it goes the same way L5R went...at least for me. Plenty of background information I have no use for, and actually have to work around, because I don't like the "official" timeline of the setting, which in turn makes much of the material published less valuable for the € I spend for it. Not that I consider stopping to buy it, especially as there is not that much new stuff out for the RPG setting every month. With this overarching war motif that pervades every level of the game, it simply becomes harder to work something different into the IK. One simply gets sucked into this "heavily industrialized war" feeling. The only other easy-to-see alternative is playing spy vs. spy games around...you guessed it...war secrets. I mean, come on, even when I read that little blurb about the Khadorans unearthing ancient orgothian weaponry and secrets, I had to think about [i]Indiana Jones: Raiders of the Lost Ark[/i], with the Nazis trying to gain mystical weapons for their war efforts. That kind of game can be fun, when you want to play it, but it makes it hard to play something else. Apart from the fact that the tech level has risen exponentially since the first Witchfire adventures. [/QUOTE]
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Do you find the IK hard to write adventures for?
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