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Re: #10: It's Only Natural, Part 2
I seem to have a thing for animals in role-playing games. A bunch of years ago, as an April Fool's lark, I wrote a web supplement for use with the original World of Darkness called "Pets: The Shedding." A few years after that, I wrote the animal sidekick rules for Deadlands in "Rascals, Varmints, & Critters." And now we have "The Noble Wild." (Does that make me "the animal guy?)
Your setting is very creepy in its implications. I absolutely think you should develope it further.
As far as Hamsters being Quaker-like, I don't know. I let my hamster Benny lose on a table once where I had placed an electronic singing hamster toy that danced, swung nun-chucks, and belted out "Kung-fu Fighting." Benny investigated it, and the plastic nun-chuck hit his nose. This scared me for a microsecond, being the animal lover that I am, until I saw Benny's reaction. He attacked that faux rodent with a fury that was frightening (and hilarious) to behold. The toy out-weighed him by a factor of 5, but Benny managed to knock it over by leaping on it, then began biting and savageing his tiny little heart out.
So I'm thinking more like Shao-Lin monks than Quakers; peaceful to all appearances, but pure hell when attacked.
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