How to Handle Horror Feb 5, 2008 3:17:12 GMT -5
Post by Fenris on Feb 5, 2008 3:17:12 GMT -5
order99 said:I doubt anybody on this Forum is so easily offended as all that.
Having said that, I do advise a bit of caution on mixing Historical Grimoires with your RPGs. I doubt your group would object (you know them better than I do after all), but even so:
1) RPGs have had a reputation for being a "gateway to the Occult". Nonsense of course-but if some idiot with a camera-phone happened to peer into a window whilst on his way elsewhere, Jack Chick would get plenty of new ammo...
Me too, but this is a really great place and I love it here, so I figured, eh, what the heck, you can never be too careful.
Despite your own disclaimer (not repeated here) you sound pretty knowledgeable to me!
Jack Chick would roll over in his grave (yeah, I know) if he watched my group/groups/playstyle. Although my "default" game world doesn't apply, a lot of my gaming uses some pretty dark stuff, freely mixing the "real" with fantasy. This is especially true of my horror games, but certainly not only. If you really wanna see the Chickmeister run off screaming into the night, you only need to send him to my house during a Vampire: Dark Ages game. Ditto on some of the MSPE stuff: one fairly long-running campaign (on and off for about seven years) dealt with a couple of "occult investigators" (and a dead Crowley-inspired character who, although dead, continued to be a thorn in the side of our heroes!). The campaign theme was basically, "X-Files Meets Friday the 13th: The Series." Speaking of which, long ago, I ran a Friday the 13th: The Series campaign for a whole summer using the T&T rules in a modern setting (this was before I knew about MSPE). I also used to run Kult and, briefly, a home-brewed Hellraiser rpg (!).
Once, or maybe twice, upon a time, I knew what I was talking about. I used to be a practicing mystic, and since I loved both Mysticism and Roleplaying (and other stuff), I always thought they were "two great tastes that taste great together." Unfortunately, I fell out of (some say "grew out of" but I disagree) mysticism, and despite attempts to find my way back, I can never seem to enjoy it with the same fervor as before.
That said, I still think it adds a spice to gaming stories that makes it too tasty to ignore. "Modern day Mysticism" is virtually a contradiction in terms, but older stuff can really get a game going like nothing else. Right now, in fact, my Arabic study is leading me into areas of mystical knowledge with which I was previously unaware, and with every new learned thing, the T&T world I'm mentally building, based in either a pre-Christian Arabic land or a newly Christianized Europe, with a strong historical background and "correctly" tied-in magic system, is becoming more and more cohesive. Now I just need to find some peoples to play it with!