It’s an interesting thing – a few days ago I’d never heard of UA, now, well, I have the UA2 sourcebook, PostModern Magic, and all but one of my five players have generated their characters for my first campaign, which starts in two weeks.
Obsession can take hold quickly. I was smitten the minute I read some reviews of the game, and that hasn’t changed now that I’ve been reading the books and exploring character generation options with my players.
I think I’ve got some general ideas down. I’m sticking with the rulebook (a first for me, I tend to run with homebrew modifications a lot) because I don’t know the system well, and starting with a street level campaign.
Any tips? Is it appropriate to discuss ongoing campaigns here?
Actually, I’m about to start a game myself, Sonnlich, having never played UA before. I played Call of Cthulhu for about 4 years (every weekend) and thought I’d never find a roleplaying game that lent itself to experimentation and challenging characterization. But if I understand Unknown Armies right, it’s the most ambitious attempt yet to capture the headtrip of playing roleplaying games.
My players are only now thinking up names, but I had an idea about having them run a few scenarios and then have some sort of mystical change where everyone’s character switches gender. So they are deciding if they want to begin the game as male or female, knowing it will be reversed at a later date.
Other than that, I read the scenario in the back of the main rulebook (2nd edition, 1st printing) about Bill the Guy with Three Personalities, and I thought that was great. But I always like to improvise on my own when crafting scenarios.
So if you, or anybody who hangs out in this weird, black website, has any advice on how to best freak my players while still having a good time, I’d love to read your thoughts.
Well, that would be the ultimate roleplaying experience, wouldn’t it? You could write a PhD dissertation documenting the deconstruction of an abstract shared group near-hallucination.
So, when you get ready to start a fresh scenario of a game you’ve never played before with friends you’ve never played with and have never played roleplaying games themselves, how do you begin?
Tinfoil hats act as amplifiers. Mis-information to the suspicious so that their minds may be more easily read is a tactic of the Illuminati…
Sir Cabhán. 😉
Wow, another great use for tinfoil! And I thought it was just used to keep the microwave gremlins at bay.
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