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New generic contemporary/urban fantasy?
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<blockquote data-quote="VelvetViolet" data-source="post: 9544477" data-attributes="member: 6686357"><p>Since my search hasn't come up the way I liked, I was thinking of writing my own settings instead.</p><p></p><p>All the ideas I've been able to come up with are basically variations on two ideas:</p><ol> <li data-xf-list-type="ol"><strong>Contemporary Fantasy Kitchen Sink</strong>. In this setting, various magical races live hidden among human society. Witches run electronic stores, vampires prey on clubbers in alleys, shifters... shift? The part I find most interesting is the idea of secret societies that study the magical world, that pursue quests, or fight crime, or pursue immortal intrigues across history. (My favorite game in this vein is the French ttrpg <em>Nephilim: Revelation</em>, in which the PCs are immortals who were personally involved in various historical intrigues and continue to pursue occult quests in the present. The GM book includes rules for quests that PCs can pursue in order to "win" the game by ascending to a higher existence.)</li> <li data-xf-list-type="ol"><strong>Paranormal Investigators</strong>. In this setting, the PCs investigate paranormal phenomena and maybe hunt monsters. While PCs can go freelance, the part I find most interesting is the concept of organizations that study and maybe hunt the paranormal. Private think tanks that study to develop applications to advance human technology, secret societies of knights that fight evil, big pharma corporations that cut up unicorns, secret wings of the Vatican, etc. (My favorite games in this vein are <em>Dark•Matter</em> and <em>Hunter: The Vigil</em>, in which PCs deal with cryptids and conspiracies. The former is a great who's who of 20th century cryptozoology, parapsychology and conspiracy theories. The latter is useful as a model for designing organizations that specifically deal with the paranormal.)</li> </ol><p>There's a fair amount of overlap. In some books I've read, the monster hunter guild has a truce with the magical world and act like vice cops. In others, the monster hunters are the villains who are written as irrational racists who either arbitrarily hate magic or want to hoard its power for themselves. (A <em>Monster of the Week</em> supplement features a mini-setting where you play a shadowy quasi-governmental organization that arbitrarily seeks to destroy all magic.)</p></blockquote><p></p>
[QUOTE="VelvetViolet, post: 9544477, member: 6686357"] Since my search hasn't come up the way I liked, I was thinking of writing my own settings instead. All the ideas I've been able to come up with are basically variations on two ideas: [LIST=1] [*][B]Contemporary Fantasy Kitchen Sink[/B]. In this setting, various magical races live hidden among human society. Witches run electronic stores, vampires prey on clubbers in alleys, shifters... shift? The part I find most interesting is the idea of secret societies that study the magical world, that pursue quests, or fight crime, or pursue immortal intrigues across history. (My favorite game in this vein is the French ttrpg [I]Nephilim: Revelation[/I], in which the PCs are immortals who were personally involved in various historical intrigues and continue to pursue occult quests in the present. The GM book includes rules for quests that PCs can pursue in order to "win" the game by ascending to a higher existence.) [*][B]Paranormal Investigators[/B]. In this setting, the PCs investigate paranormal phenomena and maybe hunt monsters. While PCs can go freelance, the part I find most interesting is the concept of organizations that study and maybe hunt the paranormal. Private think tanks that study to develop applications to advance human technology, secret societies of knights that fight evil, big pharma corporations that cut up unicorns, secret wings of the Vatican, etc. (My favorite games in this vein are [I]Dark•Matter[/I] and [I]Hunter: The Vigil[/I], in which PCs deal with cryptids and conspiracies. The former is a great who's who of 20th century cryptozoology, parapsychology and conspiracy theories. The latter is useful as a model for designing organizations that specifically deal with the paranormal.) [/LIST] There's a fair amount of overlap. In some books I've read, the monster hunter guild has a truce with the magical world and act like vice cops. In others, the monster hunters are the villains who are written as irrational racists who either arbitrarily hate magic or want to hoard its power for themselves. (A [I]Monster of the Week[/I] supplement features a mini-setting where you play a shadowy quasi-governmental organization that arbitrarily seeks to destroy all magic.) [/QUOTE]
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