[UA] Dark Arc got me thinking

john at tynes.com john at tynes.com
Fri Jun 29 00:22:08 PDT 2007


It's a great question. They really need to create a concept for their group that includes goals.

"Start a cult" for example should keep them busy for months. They'd develop a dogma, design physical ritual space (HQ), make a list of holy items and go get them, decide what kinds of rivals they couldn't tolerate, and all you have to do is throw problems in their path.

-- 
John Scott Tynes

-----Original Message-----
From: "Mattias Östklint" <mattias.ostklint at husqvarna.se>
To: ua at lists.unknown-armies.com
Sent: 6/28/07 11:58 PM
Subject: [UA] Dark Arc got me thinking

No, I didn't actually see it, but I read the reviews and watched the 
trailer, and... you know, that's really cool. That is something I want my 
players to play (I'm at then moment not doing UA but rather DG, but you 
know, for that fantabulous campaign in the future). Yet it brings up a 
problem I have. Getting my players to really want and... well, burn for 
something like that. I'm still stuck in a playing mode where I toss things 
at them and the play with it. I would like to go from where things are 
centered around the players being able to do cool, out-there stuff to 
being centered around the players doing cool out-there stuff. 

Ok, time to collect my thoughts:

I want to get my players from "what's that?!, what's happening?" and the 
occasional "we gotta stop this!" (basically a reactional game) to "we 
gotta do this" (basicaly an actionary(?) (not neccesarily action) game)

Any thoughts on how to do this?

Mattias


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