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Modern fantasy - your experiences?
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<blockquote data-quote="Ethernaut" data-source="post: 2618724" data-attributes="member: 16847"><p>I've been running a Buffy game for years. Before that, my longest running game was a GURPS Voodoo/Vampire: the Masquerade Hybrid that emphasized the fantasy (somewhat) over the horror. In fact, modern fantasy could be considered my default genre if you expand the definition of modern to include near-future and recent past.</p><p></p><p></p><p></p><p>It varies. My Voodoo/Vampire game was about subtle and creepy spirit magic. The Buffy game, obviously, has a lighter tone and mimics the TV show.</p><p></p><p></p><p></p><p>I won't bother with the characters in the Buffy game, since you can click on the link in my sig file. For my Vampire/Voodoo game we had:</p><p></p><p>A demi-human "Eternal Champion" character from a pseudo-Victorian alternate earth. He was a master of dream magic and chased the main villain into this world from the previous campaign. He was the most outwardly fantastic character, but even he couldn't do too much showy stuff in the real world unless conditions were right. </p><p></p><p>A blind girl who could see spirits. She was the most powerful ritual magician in the party. She was also the target of some nasty vampires who thought she should be one of them.</p><p></p><p>A vampire who ran a casino. He was also a serious player in the diamond trade before his Embrace and his business connections made him the party face man.</p><p></p><p>Another character was a former vampire who has achieved the seemingly impossible task of becoming human again. As a result, he had the knowledge of centuries with little in the way of actual powers (at least initially). </p><p></p><p>Another character was a young woman with seriously dangerous pyrokinetic abilities.</p><p></p><p></p><p>The campaign ran for many years and these PCs were ones who saw the most screen time. I started them (as I did with many games set in the same universe) as (mostly) normal people and took them through their origin stories. I love origin stories and the real challenge was weaving all the characters' origin stories together in such a way as to provide a rationale for adventuring together. I used the same technique for other campaigns set in different time periods in the same world (1920's and 1790's). Cthulhu's Librarian and Nakia were able to play in that 1790's game. CL played Haitian spirit-warrior for a real fish-out-of-water experience (the game was set in and around Prague).</p><p></p><p></p><p></p><p></p><p></p><p>Well, the ruleset matched my expectations mostly because the campaign was created after reading the games that were it's main inspiration (GURPS Voodoo and GURPS Vampire). The first incarnation of the game was mostly just vampire with standard GURPS Magic. That didn't suit my tastes at all. When GURPS Voodoo came out, I did a big RetCon and switched over to ritual magic and never looked back.</p><p></p><p>In the Buffy game... I actually love how it's magic system works so well with how magic works in the show. Combat's ok, but I wish it were a little easier to put characters in jeopardy.</p><p></p><p></p><p></p><p>I could go on and on, but I will mention that my main source of inspiration for the Voodoo/Vampire game were the stories of Charles De Lint. I stole freely from him for plot, character, and flavor.</p><p></p><p>The Buffy game (again, see link in my sig file) has tons of episode writeups. You may be able to find something useful for your game.</p></blockquote><p></p>
[QUOTE="Ethernaut, post: 2618724, member: 16847"] I've been running a Buffy game for years. Before that, my longest running game was a GURPS Voodoo/Vampire: the Masquerade Hybrid that emphasized the fantasy (somewhat) over the horror. In fact, modern fantasy could be considered my default genre if you expand the definition of modern to include near-future and recent past. It varies. My Voodoo/Vampire game was about subtle and creepy spirit magic. The Buffy game, obviously, has a lighter tone and mimics the TV show. I won't bother with the characters in the Buffy game, since you can click on the link in my sig file. For my Vampire/Voodoo game we had: A demi-human "Eternal Champion" character from a pseudo-Victorian alternate earth. He was a master of dream magic and chased the main villain into this world from the previous campaign. He was the most outwardly fantastic character, but even he couldn't do too much showy stuff in the real world unless conditions were right. A blind girl who could see spirits. She was the most powerful ritual magician in the party. She was also the target of some nasty vampires who thought she should be one of them. A vampire who ran a casino. He was also a serious player in the diamond trade before his Embrace and his business connections made him the party face man. Another character was a former vampire who has achieved the seemingly impossible task of becoming human again. As a result, he had the knowledge of centuries with little in the way of actual powers (at least initially). Another character was a young woman with seriously dangerous pyrokinetic abilities. The campaign ran for many years and these PCs were ones who saw the most screen time. I started them (as I did with many games set in the same universe) as (mostly) normal people and took them through their origin stories. I love origin stories and the real challenge was weaving all the characters' origin stories together in such a way as to provide a rationale for adventuring together. I used the same technique for other campaigns set in different time periods in the same world (1920's and 1790's). Cthulhu's Librarian and Nakia were able to play in that 1790's game. CL played Haitian spirit-warrior for a real fish-out-of-water experience (the game was set in and around Prague). Well, the ruleset matched my expectations mostly because the campaign was created after reading the games that were it's main inspiration (GURPS Voodoo and GURPS Vampire). The first incarnation of the game was mostly just vampire with standard GURPS Magic. That didn't suit my tastes at all. When GURPS Voodoo came out, I did a big RetCon and switched over to ritual magic and never looked back. In the Buffy game... I actually love how it's magic system works so well with how magic works in the show. Combat's ok, but I wish it were a little easier to put characters in jeopardy. I could go on and on, but I will mention that my main source of inspiration for the Voodoo/Vampire game were the stories of Charles De Lint. I stole freely from him for plot, character, and flavor. The Buffy game (again, see link in my sig file) has tons of episode writeups. You may be able to find something useful for your game. [/QUOTE]
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