Started by lachek, February 22, 2008, 11:30:20 AM
Quote from: Ron Edwards on February 22, 2008, 01:15:10 PMBoth of Peter's points are good, and I think they support the idea that one cannot "do Kult" with Sorcerer. However, can one "do Sorcerer" with Kult-inspired material? Absolutely, and in fact I did that very thing my own self.
Quote from: Peter Nordstrand on February 22, 2008, 12:51:13 PM1. There is no stat in Sorcerer that is anything like Mental Balance (or Sanity in Call of Cthulhu, or Humanity in Vampire)...2. The setting in Kult is not suitable for Sorcerer play, at least not if you plan to treat the various supernatural entities of Kult as demons in Sorcerer....
Quote from: lachek on February 25, 2008, 01:24:09 PMFor your point #1, are you saying that the number next to Humanity on your Sorcerer sheet is not a quantitative measure at all, but some sort of abstract game token with no representation in the fiction? That is, when a Sorcerer loses Humanity by performing a heinous act, they lose a "point" of "currency" and get closer to "losing" the "game", but this doesn't necessarily reflect in the internal or external state of the Sorcerer hirself?
Quote from: Peter Nordstrand on February 28, 2008, 07:24:15 AMAs Marshall and Ralph said. I'll just add that players must always be in control of their character's actions. You can't demand that a character must act more crazy just because his humanity is low. Humanity mustn't be an indicator of how you should roleplay a character. Why would introducing such a rule break the game? Because, players making decisions for their characters is what the game is about. Take that away, and you are left with a very different beast. The whole point of playing sorcerer is to have players making these decisions.
Quote from: Ron Edwards on February 28, 2008, 09:07:44 AMThe Humanity value would have to become descriptive of the character's appearance and apparent habits, but not prescriptive for what he or she might do under stress.
Quote from: Ron Edwards on February 28, 2008, 09:07:44 AMThe setting's certainty regarding the horrific, "real" world would have to be diminished. Instead of cracking the illusory reality open so the player-characters could glimpse and eventually fully enter "the truth," I'd play it more as an interface between the normal experience of life and the horror/hell/whatever that shone forth every so often.
Quote from: Ron Edwards on February 28, 2008, 02:26:21 PMDoes that help, or make sense?