Sunday, February 25, 2007

LOLAD 2 Design Notes

Consider a world where weres and vamps DO walk around and live out in the open, no longer hiding. A world where life and death walk among the living and the dead ands gods and magic can be real - for a price. The freedom to be part of the human world again came at a price: fear, mistrust, loathing, desire. The were wanted it, the vamps did not.

Hence the war heating up, over ideology and the end result being that the winner is whoever is left standing. The attrition rate of vampires has risen to staggering levels, weres are kidnapped to be used to find cures for diseases, and the fae - broken and shattered - wander a world of iron and death, without a place to call their own.

It's not a good time to be supernatural. Neither is it a good time to be normal: You're weak, inferior and not believing in the supernatural becomes harder every day as the war encroaches on the mundane world steadily to blood and screams and spells.


This isn't a post-apocalyptic game. The apocalypse happened; the world went on, mostly as normal. Well, for those who value normal. Real magic isn't spells or potions or powers: real magic can nothing on the extent people will go to protect their traditions and illusions. The PCs are living proof this illusion is a lie, and such things aren't liked. Which puts it mildly :)


In the end, the PCs need to find a way to make the world accept them. Killing all the monsters won't do it. Becoming a monster can't. The world keeps changing, and is never want we desire it to be but we still have to find a place to live in it, make a place to call our own. That's the best that can be hoped for, in this life. To dare for more is, of course, what PCs are about...

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