julie
Full Member
Posts: 171
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Post by julie on Jan 28, 2015 10:23:27 GMT -5
Is this being covered by one of modules mentioned as being in the pipeline? Ed It would be great if it were.
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Post by darkpumpkin on Feb 1, 2015 18:39:34 GMT -5
I'd like to see a DCG line of "pulp adventures"...I can imagine a 1930s murder mystery with a bit of action, an Indiana Jones-style lost world exploration, and an espionage-against-the-Nazis story.
In fact, make them a connected trilogy! Hmmm, I guess it won't happen unless I do it myself...
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Post by kozelek on Feb 2, 2015 9:03:47 GMT -5
Hello, First of all, this is my first post here. Glad to be here in the DCG community. Also: spanish is my first language (I live in Barcelona) so some of my sentences may sound a bit weird I have been following this thread about different other settings in the DCG system, and found it quite interesting. My point is; there are many of these ideas that wouldn't actually *need* a different system. For example, about the "detective" setting: I'm interested in this, but I think it would mean a bit of a paradigm shift for DCG. I don't recall too many detectives having anything more than fistfights with their foes, and then only a couple per novel/short story. The map and counters would be a bit superfluous in a pure detective game. My two bits. Not every "detective" setting has a low amount of physical conflict. There are some well known examples of 'neo-noir' settings that have quite a bit of confrontation. Also, a whole genre of sci-fi fiction, Ciberpunk, has many things in common with detective fiction. (corruption, conspirancies, an investigation...) Why not use "Legends of time and space" for some of those stories? In the few years I’ve played DCGs’ games, a few ideas popped into my head at various times... The Mystery Trip The Spy Trip The Horror TripThe same could be said about these: if we write any mystery, spy or horror story in a sci-fi setting, why not use Legends of Time and Space? If it's in medieval times, why not use Legends of the Ancient World? I could perhaps see the need for something like a "Legends of our times" if we specifically want to set any of these stories in present times. But as for the themes themselves... any setting can be used to tell any story. Part of my concern is looking at the lonesome "Blood in the Dust" in its own category on the website (A setting I would love to see more explored, and one of my favourite DCG adventures) I fear that making new systems could probably lead to more of those almost-empty categories. Also, about the "Legends of the Untamed West": I'd like to see a DCG line of "pulp adventures"...I can imagine a 1930s murder mystery with a bit of action, an Indiana Jones-style lost world exploration, and an espionage-against-the-Nazis story. I know this is gonna sound a bit weird but why not use "Legends of the Untamed West"? I know "pulp fiction" and "western" are very different settings. But is there any significant difference in game mechanics? If not so, what makes it different to -e.g.- the fact that "Wolves on the Rhine" is part of "Legends of the Ancient World"? These were just my two cents. Glad to be part of this community. --Pablo P.S.: As a completely different matter: ...and one of the things I had thought about using Kickstarter for was to include more maps for an adventure as stretch goals. I want that Kickstarter!!!!
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Post by vladtaltos on Feb 2, 2015 11:18:46 GMT -5
Hello kozelek, welcome aboard.
You bring up many good points. Some of the existing genres could be used to incorporate mystery, spy, and horror elements. In the online game I ran with Darkscar, "The Outlaw Trail," there was a heavy mystery element in that game, which was a western using Legends of the Untamed West rules. And in the current game I'm running with Julie, "Black Dahlia," there's a heavy murder-mystery angle running through that game as well, which is a fantasy, for Legends of the Ancient World.
I think what the proponents of a pure mystery game are proposing is a straight mystery set in modern day Earth without the trappings of a sci-fi, fantasy, or 19th century western setting surrounding it, which may not be everyone's cup of tea when it comes to playing a mystery. Also, it may be an outlet for those that prefer less combat in their games, and are looking for a game that's more investigative, and NPC interactive without having the dozen or so fights that come with playing in one of the other genres.
It's just an idea, of course, thrown out on the table for discussion. Whether it takes flight is another story.
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Post by platimus on Feb 2, 2015 22:54:04 GMT -5
As the guy that threw the idea on the table, I had no desire to decrease the combats or do away with the combat map. It seemed when we began that I was in the minority on this issue. I'm not so sure anymore. I still don't see that a "paradigm shift" is requirement for the genre but I'm open to the possibilities. In retrospect, decreasing the number of PCs would seem to be required for the genre but there could still be many encounters where the main character(s) have some NPCs along for support. I agree with all of kozelek's points. Really, the genre itself doesn't have to imply any set restrictions or limitations in combats, number of PCs, maps, etc. The adventures themselves can do that. Let the ideas fly where they may.
I would like to second darkpumpkin's desire for "pulp adventures" - especially that Indian Jones-style.
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