On Echo design

We had a chat at the first test session about how the game should play out and what characters actually do in the game. The main insight from this conversation was distilled in the Actual play: pilot part 1 followingly: This is not a mystery game. This is a game about people who solve mysteries. This needs … More On Echo design

The Echoes

AKA lacuna, lacunae, scars, unspace(entropic) The fabric of reality is fragile and malleable. Each time something terrible happens it permeates the fabric like a rock falling to a pond’s surface. Traumatic death or a dark power can tear the fabric asunder – creating a scar in it’s wake. These scars are known as Echoes. These … More The Echoes

Setting rewrites #2

TR made an excellent point over lunch about the premise. We need to specify why the characters are involved in this stuff and what is this stuff anyhow. Following the example of Hellblazer: the characters are stuck with these things. It’s not really a choice. But this is still too abstract. We need to extend … More Setting rewrites #2

First rewrites

The main incentive for this game was to fix the Quick’s concept by utilizing Fail Fast ideology. I spoke with TK about the premise and the first extended Shade and we concluded two things. Firstly the premise is too vague and secondly the Family sounds like a cheap VtM Giovanni/Assamite rip-off. As VtM:s lousy way of handling ghosts and … More First rewrites

Letters of Debt

How can you make up to a life lost? Who should be able to collect the debt of a martyr? Can you carry whats due to your next incarnation? The Letters of Debt are the Quicks answer to these questions. These letters, symbols, runes and monograms carry an uncanny presence until the debt etched to … More Letters of Debt