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GMing Promethean what NOT to do

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  • Konradleijon
    started a topic GMing Promethean what NOT to do

    GMing Promethean what NOT to do

    Based on GMing Demon What NOT to do. And GMing changling what NOT to do .

    Promthean GMS what should a Absolutely not do when running Promthean

  • Satchel
    replied
    Originally posted by Arcanist View Post
    Admittedly, killing is a step backwards
    Not even just "killing," in fact! Killing by supernatural means — including "you wouldn't be able to be this strong/smart/persuasive if you weren't a monster" — is what makes a given murder a step backwards. You can totally have e.g. "kill somebody to protect your throngmates" be the resolution of a character's milestone and not have it risk losing out on net Pilgrimage gains.

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  • Arcanist
    replied
    To follow up on the last two pieces of advice; be fans of the player characters. Encourage them to advance, to do stuff, to go out into the world and do things. And if that doesn't work, give them a kick up the backside to get them moving. The Principle has Lilithim for a reason, after all.

    Additionally, when designing Milestones, never decide what the "correct" outcome should be. Milestones are choices. They're moments of clarity and understanding. Milestones are about learning how to be human, and there's no wrong way to be human (You can make some freaking awful choices and still be human. Admittedly, killing is a step backwards, so being amongst the worst humanity has to offer is... probably not the Principle's intention). Choice defines the Milestone. Let the characters come to their own conclusions, then award Vitriol based on how impactful it seems to be for the character.

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  • Korogra
    replied
    While you shouldn’t make it dark as hell, you also shouldn’t downplay any of the unfortunate side effects of being a Promethean. In addition, achieving the New Dawn isn’t something you can just gain over a weekend, it is a long, perilous, heartbreaking journey of self realization and discovery, and that is what makes it worth it. The Pilgrimage is an hyper exaggerated version of what it’s like to be a person in a world that has no time to accept you for being you, dangers and all!

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  • mistress of whispers
    replied
    Anyway, things NOT to do.

    Don't be too heavy handed. In a way you are playing the Divine Principle--you're mapping the Pilgrimage and the milestones, it's your task to guide the characters (and players) through the story, and you decide when to send in the qashmallim. So take a page from its book and, sometimes, do nothing. Just sit back and go 'girl, did you fuck that up & I can't wait to see how you get yourself out of it'. 'Cause the Principle surely (most likely? probably? in its own unknowable way) wants them to succeed, but walking the hard road is also part of succeeding.
    Last edited by mistress of whispers; 11-08-2018, 09:54 AM.

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  • mistress of whispers
    replied
    Queer people are normal.

    Anyway.

    The reason Prometheans don't fit in is because they carry a piece of (stolen!) Divine Fire and, man, does that poison the world against you. It echoes the queer experience (the negative parts of that experience, I mean) in the sense of being persecuted for something you just are. It's also a queer narrative in the sense of finding your people and your place in a hostile world.

    Where it is not a queer narrative, is 1) Disquiet forces people's hands, and even the kindest soul eventually succumbs to it. In the real world, being a hateful bigot is wrong, and all on the hateful bigot to fix. 2) The solution is achieving New Dawn, which may or may not (more on that) involve shedding the Divine Fire, whereas no one should have to stop being queer to be accepted.

    On the topic of New Dawn: Maybe you get to keep your Divine Fire. Maybe the Pilgrimage lets you incorporate it, so it becomes yours instead of stolen. The Core deliberately doesn't delve too much into "what after the New Dawn" because it's a personal decision based on the character and the story you're running.
    Last edited by mistress of whispers; 11-08-2018, 09:38 AM.

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  • Satchel
    replied
    Originally posted by Konradleijon View Post
    Isn’t the point of the game to assimilate into ‘normal’ society
    No. The point of the game is to make a place for yourself in the world through a gradual series of epiphanies about people and why they do things. A deep sense of alienation from the world around you based on your inability to spend a long time in most places without their eventually exploding into mutagen and disaster is generally not the root phenomenon separating marginalized identities from the predominant social groups.

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  • Konradleijon
    replied
    Isn’t the point of the game to assimilate into ‘normal’ society

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  • atamajakki
    replied
    Originally posted by Konradleijon View Post


    i thought you where boycotting WW and OP
    Still am. Doesn’t mean I can’t give advice.

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  • Konradleijon
    replied
    Originally posted by atamajakki View Post
    Just remember that the game is queer as hell.

    i thought you where boycotting WW and OP

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  • Iceblade44
    replied
    Originally posted by Konradleijon View Post
    How should the GM not handle Torment.

    Like if I am running a Promthean game and a character goes into torment what should I NOT do
    Excessive edge all the time, tie in the Prometheans behavior to what caused him to go Torment

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  • atamajakki
    replied
    Just remember that the game is queer as hell.

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  • Konradleijon
    replied
    How should the GM not handle Torment.

    Like if I am running a Promthean game and a character goes into torment what should I NOT do

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  • ArcaneArts
    replied
    Originally posted by Konradleijon View Post
    How should a not handle torment
    Elaborate?

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  • Konradleijon
    replied
    How should a not handle torment

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