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What flavor do you use to make your gameworld unique?
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<blockquote data-quote="Jackelope King" data-source="post: 2808049" data-attributes="member: 31454"><p>My setting is an all-psionic world which has just gone through a failed/stalled Age of Exploration. A world-wide cataclysm destroyed almost the entire planet, save one small continent (where the game takes place). The two colonizing powers (a European-esque empire and an oriental-esque empire) are coming to grips with their loss of political and military power over the natives (an east-coast American-Indian group, a hulking Inuit/north-central American-Indian group, and a Meso-American Indian group). At the same time, spirits from the Aether are coming over to the world of mortals in droves, creating a conflict between traditional psionic power and ancient, forbidden spirit magic.</p><p></p><p>I really play up the difference between reason, logic, science (psionics) and supersition, magic, the occult (spirit magic, modified incarnum). Most of the educated characters scoff at rumors about spirit magic ("Witchcraft? People still believe that nonsense in this day and age? It was likely a simple telekinetic power.")... until they see it themselves. Even spirit characters are skeptical of the occult until they see it for the first time, and spiritualists are generally covert and reclusive.</p><p></p><p>The spirit world provides plenty of opportunities for psychological horror, with betentacled Lovecraftian monsters and unreal landscapes. Psionics also plays up psychological horror, especially when you betray Cartesean logic ("I think, therefore, I am") and you cannot even trust that your thoughts are your own.</p><p></p><p>The key non-core books for my game have been <em>Lords of Madness</em>, <em>Heroes of Horror</em>, <em>Expanded Psionics Handbook</em>, and <em>Magic of Incarnum</em>. Tons of fun.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 2808049, member: 31454"] My setting is an all-psionic world which has just gone through a failed/stalled Age of Exploration. A world-wide cataclysm destroyed almost the entire planet, save one small continent (where the game takes place). The two colonizing powers (a European-esque empire and an oriental-esque empire) are coming to grips with their loss of political and military power over the natives (an east-coast American-Indian group, a hulking Inuit/north-central American-Indian group, and a Meso-American Indian group). At the same time, spirits from the Aether are coming over to the world of mortals in droves, creating a conflict between traditional psionic power and ancient, forbidden spirit magic. I really play up the difference between reason, logic, science (psionics) and supersition, magic, the occult (spirit magic, modified incarnum). Most of the educated characters scoff at rumors about spirit magic ("Witchcraft? People still believe that nonsense in this day and age? It was likely a simple telekinetic power.")... until they see it themselves. Even spirit characters are skeptical of the occult until they see it for the first time, and spiritualists are generally covert and reclusive. The spirit world provides plenty of opportunities for psychological horror, with betentacled Lovecraftian monsters and unreal landscapes. Psionics also plays up psychological horror, especially when you betray Cartesean logic ("I think, therefore, I am") and you cannot even trust that your thoughts are your own. The key non-core books for my game have been [i]Lords of Madness[/i], [i]Heroes of Horror[/i], [i]Expanded Psionics Handbook[/i], and [i]Magic of Incarnum[/i]. Tons of fun. [/QUOTE]
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What flavor do you use to make your gameworld unique?
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