I just found out about this game and I’m very likely going to buy it. I am, alas, just a poor factory drone and need to be very careful with my purchases. 4 whole sawbucks is, like, a month’s worth of “fun money” for me. I’ve looked at the intro .pdf and I was wondering how easy it is to have the characters progress from street to global to cosmic. I mean, is this sort of progression built into the game, or is it pretty much assumed that a street campaign is a street campaign?
UA seems to be exactly what I’ve been looking for. I was going to run Call of Cthulhu, but it looks like this is going to suit my needs SO much better. Thanks in advance for replies. I’m sure this seems like a small detail, but it’s kind of important for what I have in mind plot-wise…
Mystillate…!
Characters progress quite nicely. Mainly, the difference between the levels is knowledge. Skill and attribute progression can be handled as fast as you want.
Street level campaigns don’t know anything about the occult underground, that magick is real, etc.
Global is the crap you find yourself in when you figure out the real deal, or part of it, anyway.
And cosmic comes in once they know just how deep the rabbit hole goes.
The main trick in moving PCs from street to global to cosmic is dispensing the appropriate amount of information. The game is about power, after all, and we all know what knowledge equals. So, really, moving from one “playing level” to the next isn’t so much a matter of getting your PCs to be combat monsters like in some other games; instead, it’s more a matter of making sure the players and characters all know more and more of what the hell’s going on in the occult underground.
For example, I’m trying to gradually transition my campaign into To Go, which means the PCs are going to have to know a lot more about the OU than they do right now, but I’m having a hard time balancing too much information with too little. Should the shadowy benefactor just drop some info in their laps? Or should they run up against an adversary who knows more than they do, and they have to learn quick or die? Part of the problem in my game, I suppose, is that the players are too afraid of getting whacked by someone on a “higher level” in the underground that they hardly investigate anything. Unless the players take some initiative, they’ll never find out anything. Of course, maybe it’s just that the characters don’t want the increased risk that comes with increased knowledge, in which case I’ll have to change my approach to things.
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