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RE: sorcery to science
Post originally by Jesse at 2003-06-03 12:11:53
Converted from Phorums BB System
I think you misunderstood me, actually. I'm saying you can use the mechanics intact just change the labels.
Thus mad scientists Inspire, Build and Test weird devices, instead of Contact, Summon and Bind demons.
The mechanics are the same on a meta-game level, what is happening "in-world" is exactly as you describe.
Weird Inventions are treated *LIKE* Object Demons but "in-world" they are just unstable mechanical devices that malfunction at appropriate story momments AS IF they had Desires and Needs when "in game" they don't.
If you are somehow suggesting that we eleminate the whole Desire/Need/Humanity set up entirely then I don't think Sorcerer is suited to your wishes. The essence of Sorcerer is doing something that costs you personally.
Socerer, Demon, Desire, Need, Humanity, Contact, Summon, Bind, etc these concepts are all designed to be customized by the individual play group. Label them what you like, and describe them in whatever "in game" terms you prefer. What matters is their meta-game relationships to each other which don't have to change at all.
Jesse
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