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RPGnet Columns
01-14-2004, 02:56 AM
Post originally by Rob Carriere at 2004-01-14 01:56:47
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Like the article. Thanks.

One possible addition: instead of having retrocognition etc be either dvd-like or abstract, you could also have them be visions of a different type than plain sight. Think of distortions like the wraith world in Jackson's LotR movies, or like that of an infra-red camera and you get the picture. Such a vision will miss crucial details for the investigation (face recognition, for example) yet also provide clues that ordinary sight would not have. Maybe you can `see' emotions, or spiritual connections or magical power, whatever is appropriate to your setting.

You take away something that you need to preserve the mystery and you give something in return that the characters would otherwise have been unable to determine. That way it will feel more like a distinct sense, as useful as sight but different, than like an arbitrary limitation.

It can also give you wonderful scenes where the visionary tries to match up present-day plain sight with the retrocogited vision. `Oh, that thingy must have been this ashtray!' A criminal who knows the differences between vision and sight can even try to plant false clues this way...

SR
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RPGnet Columns
01-14-2004, 07:04 AM
Post originally by Walt C at 2004-01-14 06:04:27
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Thank you. I'm glad you liked the article!

To be brutally honest, one of the problems I've had in my campaign was simply "lazy GMing." I didn't adequately prepare for the use of retro-cognition, and it's difficult to be abstractly brilliant in the heat of a session. Since I wanted to reward the player, I ended up giving her clearer visions. Once that precedent was set, it was difficult to throttle back (especially after she put more points in the power).

Your example solves the problem. By having a perception template, you can wing ret-cog visions on the fly with consistency. The only issue I see is that, even with "blurry vision," there is a threat of giving away too much information. Still, your example is a good one, and I'll definitely keep it in mind if retro-cognition ever rears its ugly head in one of my games again!

Walt