Supplement "Wish List"
Finarvyn:
The thread that had the link to t-shirts and coasters and stuff got me thinking, mostly because of the mention of the "Sorcerer and Space" product that never was. I know that Ron is pretty much done with writing Supplement books, but I thought it might be fun to brainstorm a "wish list" of Supplements that we'd love to have if only someone would write them. As a general rule, I think it would be most in the spirit of Ron's supplements to keep things general instead of too specific. In other words, "Sorcerer and Space" is a good suggestion but "a Dune sourcebook" is too specific.
Even if one never plays Sorcerer, Ron’s rulebooks are great sourcebooks. I discovered the worlds of Raymond Chandler and Ross Macdonald because of the recommendations in the Sorcerer’s Soul. In short, these books are about a cool RPG but are also literary studies of particular types of fiction. We already know that Sorcerer's Soul covers the detective genre, Sorcerer and Sword the pulp "swords & sorcery" genre, and Sorcerer and Sex tackles gender and sexual issues. So what's left?
I’ll admit that some of these on my list are a bit of a reach, and that perhaps there isn’t enough material out there to justify a supplement. (And if I created a list of only a couple of items, there wouldn’t be much discussion. At least with a longer list more people can say “you’re an idiot!”) I’d be interested in seeing lists that others might come up with as well….
* Sorcerer and Space - this is still probably the biggest untapped market. There are so many cool scifi settings and resources that could fill up a supplement. Also, it’s partially written somewhere and just begging to be let out of captivity.
* Sword and Planet - I'm thinking of Edgar Rice Burroughs' John Carter and other heroes of the "age of adventure" Perhaps Jules Verne and other authors. Many of the “sword and planet” style books deal with dying worlds, haunted places that struggle not to fade away. I know that The Dictionary of Mu touches on some of this, but it would be cool to see more.
* Heroes and Myths - I'm thinking that it would be interesting to see Sorcerer applied to the Greek and Roman legends, mythical monsters, and the gods. There is a lot of source material such as the Iliad and the Odyssey, as well as the main mythology texts.
* More Modern Magic – I know that the Sorcerer main rulebook covers this stuff already, but this seems like a genre that has exploded a lot since 2001. Harry Dresden (Jim Butcher), Diana Tregarde (Mercedes Lackey), Rachel Morgan (Kim Harrison) and others have emerged on the scene recently.
* Historical Hauntings – What about Robert E. Howard’s tales of the weird wild west? Or H.P. Lovecraft’s haunted New England region near Arkham and Dunwich. What about ghosts left behind after the American Revolution? Or grave robbers who delve into tunnels under the pyramids?
What might be worthy of a supplement?
Finarvyn:
Guess this isn't an interesting topic. Lots of views, no replies.
The Dragon Master:
For me, Sorcerer settings have more bite if you come up with them yourself, so when I buy a Sorcerer Supplement, it has to offer more than a setting, and they have. Sorcerer & Sword provides insight on creating settings. Sorcerer's Soul teaches about the relationship map, and through that teaches how to prepare for the campaign. Sex and Sorcery gives insight on the relationships at the table, and how that can influence the fictional content of play. When coming up with a new supplement, you have to try to figure out what other area of play the advice within it will pertain to. And for myself, I don't see much left unexplored at this point.
jburneko:
I'm not sure that I agree. There's a big difference between a launching point for genuine personal inspiration and a guide book for imaginary tourism. Where do the idea for my own Sorcerer settings come from? They're a conglomerate of personal sources. I don't see much difference between going to my local art museum and point at a favorite portrait of mine and saying, "That guy? Totally a Sorcerer, I want to play a guy like that." and me pointing at an entry in a book and doing the same thing. I the trick is not to be concerned with doing the character "right" and take personal ownership of the Rorschach-like personal reading of the material.
Dictionary of Mu is a great example of this. Every page is dripping with feeling, color and mood with absolutely no sense of how it all "works" together. There's no sense of needing to get it "right." No intrinsic politics to understand. No detailed trade routes and economies. I played a Mu based game that focused on the Witch King as a central NPC. I played him as a very brutal father figure. One of those guys who thinks the best way to love his son (a PC by the way) was to beat the crap out of him to "toughen" him up. Something tells me that's not exactly what Judd had in mind when he created the character. Hell, I don't think I'd even play the Witch King the same way twice depending on how the game was setup. The thought of a bunch of gamers sitting around debating about how to play the Witch King "correctly" is nonsensical and absurd.
That said, writing supplements is HARD. I have no less than THREE started on my computer.
Sorcerer Unbound - My practical how-to guide to playing Sorcerer which is sort of an amalgamation of all the general wisdom generated from discussions about the game.
My Untitled Gothic Fantasy Stuff - I've played this material A LOT now. Whenever I do I do all my planning and note keeping by hand in journal I have dedicated this material only. But even with all that actually organizing all of that in a presentable format is tough.
When Babies Laugh (Working Title) - This is compilation of stuff about playing Sorcerer in the context of children and fairies. I started it as sort of a response to this general idea that Sorcerer is all about wallowing in depravity.
So I've got tons and tons of mini-supplement worthy material laying around. But truth be told there's a lot of honest to god, roll up your sleeves, hard work into putting it all together in a presentation and format worth releasing (yet alone selling). At the end of the day I'd rather play Sorcerer than write about Sorcerer. So I tinker with this stuff from time, time but until I develop the personal work ethic to actually bite the bullet, schedule and discipline myself it'll likely remain as stuff that I just trade around with people who ask about it.
Jesse
Frank Tarcikowski:
Hey, this reminded me of my almost-Ronnie-award-winning game Mud Planet, which still exists as an alpha version of a mini-supplement. I guess it would qualify as Swords & Planet. If you like to, check it out:
Mud Planet / Sorcerer Alpha
I ran one playtest in 2008 which looked promising, but somehow ended up not developing it further. The playtest report can be found here. If you fancy to give it a try, I'd sure be delighted to read about it! :-)
- Frank
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