Monte's secret project confirmed

Caliban said:


In general, young children aren't sexual, and thus aren't effective as symbolic sex objects. They are good as symbolic sacrifices for other purposes though (such as youth, unrealized potential, or innocence.)

You would want an adolescent virgin, to release the maximum amount of repressed sexual energy when you sacrifice them.



Attractive young women serve as a nexus of sexual energy. (Because of the males directing their unrequited sexual and mental energies toward them. All those guys fantasizing or obsessing about her creates a buildup of psychic energy.)

You don't get nearly the same potency when sacrificing an ugly virgin (although they will serve in a pinch).

In general, a male won't have as many females infatuated with him as a female would have males infatuated with her. Also, males tend not to remain virgins long if they do have several females lusting after them, while social mores make it more likely that females, even attractive females, will remain a virgin long enough for you to track them down and sacrifice them.

Females are preferred as sacrifices because women symbolize all the powers of creation, life, fertility, and birth. It's that whole womb thing.

...What?

Caliban, have I mentioned you are a Genius.
 

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Drugs in games

drnuncheon said:
I guess I don't see getting the PCs to use them as being the purpose of having drugs in the game, that's all. If that was my purpose, I agree - having positive game effect is a good thing.

Part of the evil GM in me likes drugs with positive effects and massive eventual bad side effects. That way, I can load evil NPC goons down with 'em, taking up 'treasure' for 'em while being cheaper than actual magical booster items, and making said goons challenging for the PCs to fight. Yet when the PCs defeat them, and capture said drugs, they aren't likely to use them, due to the bad aftereffects.

And if they do use them -- well, <insert evil GM laughter>.

I used Shadowrun's combat drugs that way, too. Crazed gang members hopped up on drugs provided something approaching a challenge, without requiring magic or hundreds of thousands of nuyen worth of cyberware. (IME, in SR, Speed Rules, and unenhanced goons are just fodder for the wired and magical.)

Note that one can probably "blame" SR & cyberpunk games in general for the "drugs that give benefits". They almost certainly got the idea from actual cyberpunk fiction. In the fiction, some stories had military-designed combat boosters, to make soldiers stronger, faster, etc. The nasty side effects & addictive bits were unintentional (and maybe not universal; ISTR some fiction where drugs without terrible long-term side effects were available).

(Of course, if one is worried about giving a 'drugs are good' message, I wonder what one does about potions? They can sure look a lot like drugs with a different name . . . ;) )
 

Go play Nintendo...

Hey, what's wrong with Nintendo?! Contrary to what some may claim, it's not synonomous with 'kiddy' or 'immature'... :p

Anyway, in a book about Eeevvvvil, some crunchy bits on drug use (effects, addiction, etc.), sacrifices, rituals, slavery, selling/trading souls, etc. wtc. would be excellent, IMO. In fact, I think even 2e had info on the 'soul trade' or some such thing. Never knew much about it, but the concept sounded cool.

On the other hand, as some other posters have already stated, I think some things are best left untouched. I don't really need a 10 page write up on prostitution or various STD's. A simple paragraph is sufficient (mostly just acknowledging the presence and general haunts of said ladies).

Mechanics dealing with various sexual acts/feats/toys/etc., while potentially amusing, are too... well.... silly. If I were in game where such rules and information were actually required (or desired) to play, I couldn't possibly take the session seriously.
 

Re: Re: Re: ...

Harlequin said:
So your problem is obviously with the Game Company Nintendo
becuase for the life of me i cant understand someone taking offence to be told to go play Nintendo if they dont like anyhting Taboo...
As a great comedic genius once said, "you're a loony, aren't you?". ;)

- Sir Bob.
 

On the human (and demihuman I suppose) sacrifices, I was thinking that one thing that could be gained would to be able to use the sacrifice to "pay" the XP cost for making magic items. Is that a possibility in the BoVD Monte? Sort of like the Blood Link spell from 2E.
 

Petrosian said:
Apologies if this has been said already...

WOTC publishing a book on EVIl or extra rage feats for the barb, when others have done so is not copying.

There are a fairly numerous collection of "obvious expansions or extensions" of current work. getting a book of "obvious duh huh" stuff out before someone else does an 'official one" does not earn you the right to claim "i was copied."

Getting something unique and original might very well though.

Just my 2 cents...

I have to agree with you completely here. People who get upset because they 'invented' the extra rage feat is just ridiculous. It is an obvious extension of the existing rules, and could easily have been thought up by any of a thousand different people.

I also don't think that WotC is copying AEG with this book. Even if AEG went to press before Monte started the Book of Vile Darkness, it would still not be 'copying'. (And in this case, WotC started their book before AEG's was published)

There seems to be kind of a double standard here, which exists because WotC is the market leader and owns the original content. There are at least 3 books on rules for ships and sailing, but I am yet to see any of the companies that created them be accused of copying/stealing. (Although I think WotC would be, should they decide to enter that space) But should they? Have the makers of Dragonstar been looked at with contempt because TSR made a space/fantasy RPG first? Are the 3 companies with Witch classbooks in production thieves?

Of course not. The fact is, that every company is trying to serve the same audience, with the same tastes. Publishing under the OGL means that your works are not truly your own, and that similar works may be created by different companies. If this bothers you, then publish your own system..

Sorry, this issue just burns me to no end. Rant over.
 

Re: Drugs in games

coyote6 said:
(Of course, if one is worried about giving a 'drugs are good' message, I wonder what one does about potions? They can sure look a lot like drugs with a different name . . . ;) )

Well, if someone came out with a drug that had significant benefits, no addictive qualities, and no unfortunate side effects, I would be all in favor of it. :D It's the life-wrecking addiction aspect that I detest...

J
 

psionotic said:


I have to agree with you completely here. People who get upset because they 'invented' the extra rage feat is just ridiculous. It is an obvious extension of the existing rules, and could easily have been thought up by any of a thousand different people.

I also don't think that WotC is copying AEG with this book. Even if AEG went to press before Monte started the Book of Vile Darkness, it would still not be 'copying'. (And in this case, WotC started their book before AEG's was published)


1) I don't feel that WOTC copied the Extra Rage feat.
2) I am upset that it is WOTC's policy to purposefully not be aware of OGL/OGC content that has been released by 3rd parties.
3) I would like WOTC to do a little research and see what is out there and if its usable. I realize there is an upcoming book that WOTC is using 3rd party OGC, but I think that they need to do more and try to include a little bit of OGC, if possible, in every product.
4) I think every d20 company should do number 3. That is how d20 and OGL will truly succeed.
 


Horacio said:
But the problem is meta-gaming knoledge. If players knowthat the drug has a potential nocive effect, and the drug doesn't give them any tangible gaming effect a.k.a. stat boost, their characters won't approach the drug even with a 10 ft. pole...

How many PCs drink themselves into a stupor?
 

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