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  • The point is that, while he’s been a cherished vocal and engaged member of this forum community, Dave isn’t the end all, be all representative of Onyx Path’s writers and developers, and his opinions, while admittedly based on many years of experience, aren’t axiomatic....
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  • reseru
    replied to Where I Read: Mummy the Curse 2e
    The exclusion of the remaining Judges isn't a hill I'll die on, and while I like the Minor Guilds I can certainly wonder at the necessity of their inclusion in the new core. Including just the Deceived and describing them as a minor Guild at least sets up the idea for future material, and I think the writers have done well to include ritual sorcerers and Immortals in the core to expand the setting and provide new character and antagonist types, so also having minor Guilds might've been too much, if it's between that and the remaining Judges.

    Still, it's all kind of "eh"...
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  • reseru
    replied to Strix origins
    Please don't mistake new antagonists or story hooks for metaplot....
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  • reseru
    replied to The Headcanon Thread
    I have a few, but my two big ones are these:
    • Prometheans are pulled "up" from the Lower Depths in a parallel fashion how Mages are "pulled up" into the Supernal. This is why the Created cause Disquiet and Wasteland, why they don't have a soul, and why Pandorans are just so damn hungry.
    • Just as there are a multitude of beings you can call "angels" or "demons," there are a handful of different types of "ghosts" that people sometimes leave behind, and a couple alternative "Underworlds" to go with them, Duat being a possibility.
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  • reseru
    replied to Where I Read: Mummy the Curse 2e
    Yeah, I knew and remembered Sutekh was the rebel who embodied self-determination, but I guess by saying “effective leader” I meant that he was the foremost among them.
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  • reseru
    replied to Where I Read: Mummy the Curse 2e
    Ah, great; thank you. So Sutekh was the effective leader, and sibling of the Judges, made the temakh to ultimately stave off Ammut from destroying everything, then the gods were made from bits of Sutekh, while the Shan'iatu sought to replace the Judges by killing one of the gods. Wild....
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  • reseru
    replied to Where I Read: Mummy the Curse 2e
    The Decrees
    Overall I'm really enjoying the Decrees. Whereas the Guilds represent a mummy's approach to the afterlife, their role, and their mortal lives, Decrees represent their self and their Memory in that it's how they managed to stand up to the Judges in the first place. The Guilds talk about how certain mummies are tempted to Apotheosis, but the Decrees talk about how much of an uphill battle their existence is to begin with.

    I like the Affinities. Everything's clicking except the Ashem's Why You Serve Us section where, in second person, it says to "flip fate the bird"...
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  • reseru
    replied to Where I Read: Mummy the Curse 2e
    That’s a very good point.

    I’ll try to get the rest of the preview done tomorrow!
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  • What if there was just an alien supplement like Inferno and Immortals? Probably not distinct enough for a whole line, but interesting and niche enough for a one shot deal (maybe this is how I wish Beast was handled, too).
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  • Boy, that's a little harsh considering how you quoted my post wherein I asked for other peoples' ideas.



    That's something I could get behind. Yes, I see it in Mummy and stuff, but I think that can be a good theme for an alien game....
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  • Well, what are you thinking would be some defining distinctions, then?
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  • reseru
    replied to Non-Iremite Mummies in 2e
    I came here to basically say this. Minor Guilds were a smart call for the people who want non-Iremite mummies, if you stretch the concept a bit....
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  • What would even an alien game be that isn't covered by Changeling, Beast, Demon, or Promethean, or...any of the games, really? Strangers in a strange land is covered, and so is having inhuman impulses, compulsions, and thought processes.

    I could be convinced to play a game of Demon where you infiltrate Area 51, where the God-machine brings abducted victims to probe them and create Stigmatics.
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  • reseru
    replied to Where I Read: Mummy the Curse 2e
    Hm, okay I see where you're getting at.

    The Minor Guilds
    I'm surprised and possibly slightly disappointed the Deceived are presented as a minor Guild? They're possessed by the very divinities that created the Rite of Return. They got their own supplement (that I may have liked better than the core book? not sure.). Here's hoping for a core book presentation that lets me use them as antagonists.

    I think of the new Guilds the Kher-minu are my favorite. I get an ominous image in my head of Arisen society all stable and status quo, and then some 'new' Deathless comes in with a...
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  • reseru
    replied to Where I Read: Mummy the Curse 2e
    Thank you! It was a mutual experience, and you went well beyond any expectation I had. When I discovered you were the new developer I thought, "Oh, duh. Who else did I think they would've hired?"
    The Major Guilds
    I feel like the Maa-kep are really popular for some reason, but I'm not that into them. I like the connection between their amulets and "badges of office, [and] engraved emblems." I also want to say how I like the new format for the Guilds, with the Sothis Ascends and Starfall sections. As far as the Maa-kep go, though, I'm still unsure how an immortal, divine, sorcerous...
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    Last edited by reseru; 11-06-2019, 11:46 PM. Reason: finished the major Guilds

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  • reseru
    replied to Where I Read: Mummy the Curse 2e
    Okay, so I only had time to read a little bit today, but we got a week before the next preview so I might take my time here and there.

    Introduction
    What I like here is that the overall picture is the same as first edition. Mummies are immortal sorcerers created in prehistoric Egypt, and you play with relics and tombs and stuff, all while struggling with identity and sense of self. It's nice to see troupe-play called out specifically again, because this is probably the only game line (?) in CofD that encourages and supports that in the core. Mummy had a lot going on that made it unique,...
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  • reseru
    started a topic Where I Read: Mummy the Curse 2e

    Where I Read: Mummy the Curse 2e

    Hello everyone.

    Later this afternoon the Kickstarter for Mummy the Curse 2e is going up, and I think I'm going to catalogue my thoughts, opinions, and impressions of it out here where fellow forumites can read along with me, and chime in with their perceptions as well.

    I really, really like Mummy. I was an Immortal level backer for first edition; a Grand Expander of Darkness for Dark Eras, where I got to add 10,000 words to Ruins of Empire (and Fall of Isireion because of mistakes and miscommunications); and an Expander of Darkness for Dark Eras 2, where I pitched a French...
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  • How about a Neolithic Era supplement covering every game line?
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  • That's fair. Yes, mummies went to Duat but they almost never had any memory of the experience in play, and thus the players never got to "go" there either, which is more how I meant. Still, you're right in that it's possible, or probably, that the intention was to always have Duat be more interactive. After all, who's to say that in the new edition mummies remember their time there either?


    This reminds me of the line in the core stating that the Mummy Guilds were even more Byzantine and Machiavellian than vampire or changeling societies. I'll never get over that....
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  • All the new information hasn't really gotten me excited for the game. A lot of it seems to expand the game and give players more to do, explore, and interact with, which I can't blame anyone for, but so many concepts turned into sacred cows for me.

    I liked that Duat was off limits, and I liked that Judges were distant and unreachable; the latter in particular was a major theme for the game: you're bound and enslaved to cruel devils that don't even show themselves or interact with you directly, instead the best you can do to fight them is break your chains.
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reseru
reseru
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