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Simon R. Green's 'Nightside' as an RPG
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<blockquote data-quote="kigmatzomat" data-source="post: 2856450" data-attributes="member: 9254"><p>The Nightside is a dark London; a grossly overlarge moon hangs over a huge city where it is always 4am. If I hadn't read the entire series, I would say it is at a planar nexus where interdimensional boundaries are tissue-thin. Temporal rifts are common place and creatures of past and present intermingle. </p><p></p><p>The ruling council is a hidden, shadowy group that want a basic semblance of peace and quiet, and are willing to have any trouble makers flayed. There is the Street of Gods, chock full of past, present, and future dieties. The strip clubs often employ ghosts, since they don't need breaks and can't be molested. Renegade demons run dance clubs and fallen angels drunkenly preach against wickedness. Various personifications of cosmological constants have residences in the Nightside (Father Time, Lady Luck, etc) and skew things left or right. The bar Strangefellows is run by a descendant of Merlin Satanspawn and heartless Merlin sleeps restlessly in his death tomb below. </p><p></p><p>Magic and future-tech sit sidebyside and are often integrated; for instance the Speaking Gun is a living firearm that un-Speaks the True Name of whatever it points at, causing to cease to exist/have never existed. The setting is ultra-pulp, much like Simon R. Green's Haven. Heaven and Hell are both somewhat nervous about the Nightside and seem to have some restrictions on when and where they can go. </p><p></p><p>The main protagonist, John Taylor, isn't that powerful compared to most others, but many of the greater powers seem to fear him for no known reason and often refer to him as Dark Prince. He knows some minor magics (mostly the ability to teleport his opponents bullets and teeth into his hands) but his gift is to Find anything. Trouble is, every time he does so freaky, virtually indestructible assassins appear. </p><p></p><p>Kult would be an excellent system for running the Nightside, or at least the Nightside would fit with Kult's core thematics. (I haven't looked at my Kult books in a couple of years so I'm not sure how the system works anymore)</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2856450, member: 9254"] The Nightside is a dark London; a grossly overlarge moon hangs over a huge city where it is always 4am. If I hadn't read the entire series, I would say it is at a planar nexus where interdimensional boundaries are tissue-thin. Temporal rifts are common place and creatures of past and present intermingle. The ruling council is a hidden, shadowy group that want a basic semblance of peace and quiet, and are willing to have any trouble makers flayed. There is the Street of Gods, chock full of past, present, and future dieties. The strip clubs often employ ghosts, since they don't need breaks and can't be molested. Renegade demons run dance clubs and fallen angels drunkenly preach against wickedness. Various personifications of cosmological constants have residences in the Nightside (Father Time, Lady Luck, etc) and skew things left or right. The bar Strangefellows is run by a descendant of Merlin Satanspawn and heartless Merlin sleeps restlessly in his death tomb below. Magic and future-tech sit sidebyside and are often integrated; for instance the Speaking Gun is a living firearm that un-Speaks the True Name of whatever it points at, causing to cease to exist/have never existed. The setting is ultra-pulp, much like Simon R. Green's Haven. Heaven and Hell are both somewhat nervous about the Nightside and seem to have some restrictions on when and where they can go. The main protagonist, John Taylor, isn't that powerful compared to most others, but many of the greater powers seem to fear him for no known reason and often refer to him as Dark Prince. He knows some minor magics (mostly the ability to teleport his opponents bullets and teeth into his hands) but his gift is to Find anything. Trouble is, every time he does so freaky, virtually indestructible assassins appear. Kult would be an excellent system for running the Nightside, or at least the Nightside would fit with Kult's core thematics. (I haven't looked at my Kult books in a couple of years so I'm not sure how the system works anymore) [/QUOTE]
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