Pielorinho
Iron Fist of Pelor
hi, folks! I started a thread a few days ago about some rules questions with an upcoming game, and the answers were fantastic, so I thought I'd throw some of the story out there to get some ideas. The kinds of things I'd love to get would be:
-Interesting characters (villains especially, but also plot-hookers, potential allies, hindrances, and window dressing)
-Cool scenes
-Twists or feedback on my ideas so far.
Obviously, if you're one of the people who might play in this game, stay away from the thread.
So here's my basic idea so far:
The nascent technocracy will be one element, yes, but so will some other parties.
The way I'm going to handle the science mages is to say that they're deist utopians. They believe that their work involves understanding God's machine, and that other groups of mages are purposefully mystifying people about how the world really works. They want to spread a universal understanding of science; in doing so, they'll create an egalitarian (or meritocratic) society in which mages can't rule as tyrants, not even as behind-the-scenes tyrants, since the only "magic" that works will be the magic of science, and science will be available to everyone. But they know that mages are encouraging alternate explanations for the cosmos, and that these alternate explanations present the single greatest barrier to their utopian vision; as such, science mages devote a fair amount of energy to slaughtering other mages AND to wiping out entire societies that prove to be too resistant to the science worldview.
The game will use White Wolf's rules from Mage: Sorcerer's Crusade. As I discussed elsewhere, I expect dice-rolling to take a backseat to the story.
Here are some of my ideas so far:
Executive summary: players will start the game in 1670s Spain in a world with significant magical influences. They will play members of the COuncil of Nine (in white wolf terms, these are a group of mages who are more-or-less opposed to the scientific worldview). Events in the first few sessions will lead to their travel to the New World. This is a world in which Haiti has already undergone a slave revolt and whose rulers are trying to monopolize the (now multiracial) slave trade in the Caribbean. The Aztecs fought the Spanish to a standstill and still control a large empire in Mexico, an empire that's uneasily allied with Spain against rebellious states to the north and south. And, of course, pirates and buccaneers sail the seas, interfering with the Spanish Flotilla and having all sorts of swashbuckling adventures.
Outline of events:
-Through some hook or another, depending on PC backgrounds, the cabal ends up in Seville in September as la flota hoves into view. This is the flotilla of galleons and their guardians, carrying the treasure of the New World. Seville has a festival around this time (I assume--can't find historical verification, but it seems really likely that such an influx of wealth and horny sailors would lead to a festival), so the game will begin in citified chaotic fun.
-One of the items aboard a ship is a root/section of an exotic orchid. Really, really exotic, supercharged with magical energies. PCs will scheme, plot, and fight to get it away from the science mages who want to classify it and study it and thereby rob its power for themselves.
-The PCs will eventually make off with the orchid for their own magical stronghold, where their mentors will begin its study deep in the stronghold's labs.
-The science mages, having followed them back to the stronghold, will attack. PCs will be sent to defend the labs at all costs.
-The orchid, now in a location of strong magical power, comes alive, growing at a tremendous and violent rate, taking over the lab, PCs inside, and turning it into a jungle.
-By the time the PCs hack their way free of the jungle lab, they'll find themselves under the Caribbean sky, on an island. Nearby, a band of pirates has landed and are on the verge of open violence in a dispute about shares of plunder....
The first few sessions may be somewhat railroady, to get them to the Caribbean, but once they're there, I plan to make it a lot more open.
Again, I'd love ideas for characters (especially science mages, including personalities, powers, and what the powers look like), plot hooks (various ways to steer the PCs toward the McGuffin--I already have a prophecy idea, but that's pretty heavy-handed), cool scenes (if I can manage to get an old-fashioned mounted bullfight involved, you know I will, and at some point I might have a science mage chase the PCs in a rocket-launcher-equipped ornithopter), and feedback on the stuff up here already.
Oh--if you have ideas for good source material, I'm all ears. Currently reading the Captain Alatriste books and a great book on pirates, and have read On Stranger Tides; where else can I find good inspiration?
Thanks in advance, y'all!
-Interesting characters (villains especially, but also plot-hookers, potential allies, hindrances, and window dressing)
-Cool scenes
-Twists or feedback on my ideas so far.
Obviously, if you're one of the people who might play in this game, stay away from the thread.
So here's my basic idea so far:
The nascent technocracy will be one element, yes, but so will some other parties.
The way I'm going to handle the science mages is to say that they're deist utopians. They believe that their work involves understanding God's machine, and that other groups of mages are purposefully mystifying people about how the world really works. They want to spread a universal understanding of science; in doing so, they'll create an egalitarian (or meritocratic) society in which mages can't rule as tyrants, not even as behind-the-scenes tyrants, since the only "magic" that works will be the magic of science, and science will be available to everyone. But they know that mages are encouraging alternate explanations for the cosmos, and that these alternate explanations present the single greatest barrier to their utopian vision; as such, science mages devote a fair amount of energy to slaughtering other mages AND to wiping out entire societies that prove to be too resistant to the science worldview.
The game will use White Wolf's rules from Mage: Sorcerer's Crusade. As I discussed elsewhere, I expect dice-rolling to take a backseat to the story.
Here are some of my ideas so far:
Executive summary: players will start the game in 1670s Spain in a world with significant magical influences. They will play members of the COuncil of Nine (in white wolf terms, these are a group of mages who are more-or-less opposed to the scientific worldview). Events in the first few sessions will lead to their travel to the New World. This is a world in which Haiti has already undergone a slave revolt and whose rulers are trying to monopolize the (now multiracial) slave trade in the Caribbean. The Aztecs fought the Spanish to a standstill and still control a large empire in Mexico, an empire that's uneasily allied with Spain against rebellious states to the north and south. And, of course, pirates and buccaneers sail the seas, interfering with the Spanish Flotilla and having all sorts of swashbuckling adventures.
Outline of events:
-Through some hook or another, depending on PC backgrounds, the cabal ends up in Seville in September as la flota hoves into view. This is the flotilla of galleons and their guardians, carrying the treasure of the New World. Seville has a festival around this time (I assume--can't find historical verification, but it seems really likely that such an influx of wealth and horny sailors would lead to a festival), so the game will begin in citified chaotic fun.
-One of the items aboard a ship is a root/section of an exotic orchid. Really, really exotic, supercharged with magical energies. PCs will scheme, plot, and fight to get it away from the science mages who want to classify it and study it and thereby rob its power for themselves.
-The PCs will eventually make off with the orchid for their own magical stronghold, where their mentors will begin its study deep in the stronghold's labs.
-The science mages, having followed them back to the stronghold, will attack. PCs will be sent to defend the labs at all costs.
-The orchid, now in a location of strong magical power, comes alive, growing at a tremendous and violent rate, taking over the lab, PCs inside, and turning it into a jungle.
-By the time the PCs hack their way free of the jungle lab, they'll find themselves under the Caribbean sky, on an island. Nearby, a band of pirates has landed and are on the verge of open violence in a dispute about shares of plunder....
The first few sessions may be somewhat railroady, to get them to the Caribbean, but once they're there, I plan to make it a lot more open.
Again, I'd love ideas for characters (especially science mages, including personalities, powers, and what the powers look like), plot hooks (various ways to steer the PCs toward the McGuffin--I already have a prophecy idea, but that's pretty heavy-handed), cool scenes (if I can manage to get an old-fashioned mounted bullfight involved, you know I will, and at some point I might have a science mage chase the PCs in a rocket-launcher-equipped ornithopter), and feedback on the stuff up here already.
Oh--if you have ideas for good source material, I'm all ears. Currently reading the Captain Alatriste books and a great book on pirates, and have read On Stranger Tides; where else can I find good inspiration?
Thanks in advance, y'all!