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Alternate Time Periods for Dresden RPGs

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--- Quote from: Blaze on June 24, 2008, 03:21:47 AM ---Not unless you wanted a gajillion pounds of Spaceship crashing on the greater metropolitan area.   ;D

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So what your saying is that Harry will somehow have to figure out how to stop a Hex thrown by Cowl, while the badguys are trying to kill him for trying to stop them, the aliens are trying to kill him for trying to save them, and the good guys are trying to kill him for seeming to help the aliens because they are too stupid to look up and remember how Newton's Apple works.   

Well, it fits his luck.   ;D

Blaze:
Pretty much exactly that.

eldrwyrm:

--- Quote from: finarvyn on January 17, 2008, 03:03:15 AM ---An interesting resource for this might be a (new?) RPG called Colonial Gothic which uses the notion that there are supernatural nasties in the 1776 era.
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If you're looking for something set in colonial America using supernatural, try Witchhunter from Paradigm Concepts.  The system is relatively easy to learn, the setting is rich and well developed with lots of secret organizations and incorporates the "real world" of late 17th century western civilization very well.  They also have a world wide campaign that runs at gaming cons called Dark Providence.
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A campaign I thought would be interesting is early age of enlightenment:
Hello, allow me to introduce my self.  My name is Charles Whycross, I'm an apothecary in London.  I'm part of a dying breed, because I'm also a wizard.  It's funny in a way that I should make my living in what is so obviously a "magician's" profession.  I say it's funny, because not so many years ago I lost a lot of people who might have been wizards and witches and warlocks.  Between the publication of "The Witch's Hammer" and the Inquisition I've lost most of my family and friends.  Even those I still have don't see much of each other.  We're scared to be seen together for fear that someone will think we're a gathering coven.
Things are getting better though.  A few years ago, Isaac Newton published some papers on theories of motion and gravity.  He kind of kicked off a movement.  Nowadays they call it "The Enlightenment".  Science, they say, can explain everything in the world: why things fall, how the body works, how to capture the power of nature.  It seems popular, people like what it tells them.  maybe in another hundred years or so, everybody will have forgotten about magic and wizards and consorting with the devil.  Of course, that's also the problem.
You see, part of the strength of magic is belief.  If everybody believes in magic, it's more potent, it's everywhere.  If people stop beleiving though, the fabric of magic will weaken.  Sure, it'll never go away completely.  There will still be things that go bump in the night, and places of power.  After all, it's not like we won't have fire and wind and water, but the air won't buzz with magic anymore.  The White Council tells me I don't know what I'm talking about, that magic is elemental and ever-powerful.  But I see it, I feel it in my fingers, I sense it in the fey I deal with on occasion: the magic is weaker than it used to be.
Who knows, maybe I'm just getting old and cynical, maybe I need new scenery.  I suppose I could always go to France and see if the new king needs a court philosopher.  It worked out pretty well for Nostradamus, and the air in France is a lot cleaner than it is here in London.

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--- Quote from: eldrwyrm on June 25, 2008, 03:19:37 PM ---If you're looking for something set in colonial America using supernatural, try Witchhunter from http://www.paradigmconcepts.com/.  The system is relatively easy to learn, the setting is rich and well developed with lots of secret organizations and incorporates the "real world" of late 17th century western civilization very well.  They also have a world wide campaign that runs at gaming cons called Dark Providencehttp://darkprovidence.net/.

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Ive played Living Arcanis since 2003, my gaming group was on first-names with the entire paradigm staff, etc.  I have to say they are some of the best creative minds Ive met.  The stories that came out of the Arcanis world (a political heavy, roman-esk Fantasy setting) still rank as some of the best ive seen in literature, not just DnD.

That being said, I would strongly advise against joining one of their Living Campaigns.  They are frankly hopeless at running the thing.  They cant make a deadline to save their lives, retcon things constantly, and while they are great at story, they consistently fail to provide power balance in the rules, and in attempts to solve it they just throw more and more special case rules at the system until you can barely see the light of day.  Ive had 14 game sessions that had my heart racing and me on my feet cheering on a set of bloody dice.  Then Ive also had 4 hours where 3 of them where spent arguing over which rule applied to the Psionic character (an interal part of the world story-wise, but slapped on the side with their own rule-set for the crunchy bits).

Bottom line, their worlds and stories are fantastic.  In a home game. 

eldrwyrm:
I agree, Living Campaigns suck compared to home campaigns.  Unfortunately, for some of us it is about the only option we have.  My gaming group is stuck on medieval high fantasy.  There's one other guy who is interested in Witchhunter, but two people does not a gaming group make.  The likelihood of my getting any of them to even think about playing Dresden are slightly worse than that of Harry and Karrin getting their romantic timing right.

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