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Ultraviolet Grasslands Second Edition Is A Trip Within A Trip
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<blockquote data-quote="AttentionHorse" data-source="post: 9549855" data-attributes="member: 7049279"><p>I'm running it right now with the official rules for it from the Vastlands Guidebook. Mechanicaly it's very sound, everything works as it should so far. Players are really into the weirdness, especially one that's playing as a Vome - he has biomechanical weapons hidden inside his body, so there's quite a bit of grotesque body horror when he has to split his arm literally in two and fire a crossbow that's made out of his sinew. It kind of runs itself, every location has a ton of potential for creating interesting plot threads - only if the players want to reach out and grab them. This is not a game for a table that waits for the GM to create plots and present them to the players. Also as a GM you have to kinda really not care about a cohesive setting, UVG runs on an "anti-canon" principle. There's a ton of information that straight up contradicts itself or seems to not make any sense, and that's by design . Canon is what happens at your table. For example recently one of the players discovered a huge metal hand buried in the ground. He researched it so we rolled on the "History Table" and turns out that it's a hand of a child of a machine god that was sent here to take over the world, and failed at his task. So it's canon now that this war with a machine god happened probably 50 thousand years ago.</p><p></p><p>As for the start - I just gave them enough reason to go on a huge roadtrip and that's enough (they got the news that the Black City has finally opened and it waits for them specifically, so they're curious and greedy). The game also has a ridiculous amount of content, you can probably play UVG for years.</p><p></p><p>Players have just arrived at the Porcelain Citadel and they're about to take sides in the upcoming revolution against the ruling Porcelain Princes. No idea what's going to happen, can't wait.</p></blockquote><p></p>
[QUOTE="AttentionHorse, post: 9549855, member: 7049279"] I'm running it right now with the official rules for it from the Vastlands Guidebook. Mechanicaly it's very sound, everything works as it should so far. Players are really into the weirdness, especially one that's playing as a Vome - he has biomechanical weapons hidden inside his body, so there's quite a bit of grotesque body horror when he has to split his arm literally in two and fire a crossbow that's made out of his sinew. It kind of runs itself, every location has a ton of potential for creating interesting plot threads - only if the players want to reach out and grab them. This is not a game for a table that waits for the GM to create plots and present them to the players. Also as a GM you have to kinda really not care about a cohesive setting, UVG runs on an "anti-canon" principle. There's a ton of information that straight up contradicts itself or seems to not make any sense, and that's by design . Canon is what happens at your table. For example recently one of the players discovered a huge metal hand buried in the ground. He researched it so we rolled on the "History Table" and turns out that it's a hand of a child of a machine god that was sent here to take over the world, and failed at his task. So it's canon now that this war with a machine god happened probably 50 thousand years ago. As for the start - I just gave them enough reason to go on a huge roadtrip and that's enough (they got the news that the Black City has finally opened and it waits for them specifically, so they're curious and greedy). The game also has a ridiculous amount of content, you can probably play UVG for years. Players have just arrived at the Porcelain Citadel and they're about to take sides in the upcoming revolution against the ruling Porcelain Princes. No idea what's going to happen, can't wait. [/QUOTE]
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