A superb setting or source of inspiration for modern occult, horror, and gonzo adventure, married to a sometimes innovative though overall tame system.
Re: [RPG]: [Horror Week] Unknown Armies Second Edition, reviewed by Mechante_Anemone
I haven't read the whole review completely yet, but I did notice one error. It's the Invisible Clergy not the Celestial Clergy.
Other than that, it looks like a very good and pretty fair review (though I personally disagree with a few small points like Adepts and Avatars always being better than normals).
Re: [RPG]: [Horror Week] Unknown Armies Second Edition, reviewed by Mechante_Anemone
Good solid review (Celestial Clergy thing aside). Point by point it matches up pretty well with my thoughts on the game, save that I like the setting a little more.
I'd also note that in some very long term games I've played, there are a few non-magical folks who've more than kept up with the more magical folks. The obsessed gun nut type, for example, becomes death on legs once her skill gets high enough. But if you're not guns, martial arts, or a very focused character concept -- yea, it is often more effective to go with the magic.
Re: [RPG]: [Horror Week] Unknown Armies Second Edition, reviewed by Mechante_Anemone
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Originally Posted by fnord3125
I haven't read the whole review completely yet, but I did notice one error. It's the Invisible Clergy not the Celestial Clergy.
D'oh! And I wrote the review with the book open right in front of me, but apparently I only read what was already in my mind!
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Originally Posted by Brand_Robins
Good solid review (Celestial Clergy thing aside). Point by point it matches up pretty well with my thoughts on the game, save that I like the setting a little more.
Oh, I love the setting. I just wanted to give a heads-up to people who have very specific expectations about "how magic works." I know a lot of those, among West Coast gamers.
No, it's the system I was lukewarm about -- many good ideas, but still not gelling into a satisfying whole for me.
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I'd also note that in some very long term games I've played, there are a few non-magical folks who've more than kept up with the more magical folks. The obsessed gun nut type, for example, becomes death on legs once her skill gets high enough. But if you're not guns, martial arts, or a very focused character concept -- yea, it is often more effective to go with the magic.
Both fnord and you make this comment, so it sounds like a few months' worth of campaign may not have been enough to appreciate the range.
Re: [RPG]: [Horror Week] Unknown Armies Second Edition, reviewed by Mechante_Anemone
It was a very good review, but I'd take issue with a viewpoint that I see expressed quite a lot about Unknown Armies - "that the occult in UA has little or nothing to do with "classic" occult lore".
Firstly, the theme of the game is supposed to be about magick (more about that in a second) in the post-modern world.
Secondly, leaving aside the creative licence that the writers have taken with their own game world interpretation of the occult, the Jungian themes and general scope of the magick system used is a lot more reminiscent of real New Age/occult writings from Crowley onwards, than the usual "pentagrams, black candles, and voodoo dolls" nonsense found in other games. It actually feels like an occult philosophy is behind it. The very use of the 'Magick' spelling is a Crowley-ism.
Thirdly, the game does have vampires, actually - just described in an Unknown Armies way.
Last edited by TrippyHippy; 10-20-2007 at 05:24 PM..
Re: [RPG]: [Horror Week] Unknown Armies Second Edition, reviewed by Mechante_Anemone
Nice review, but I see it suffers from the same overwriting that so many other "reviews" here do. You don't need to tell the full details of the game mechanics in a review! Tell us if it's something special and if it works.
Otherwise I think you did a good job conveying the core of what makes AU tick.
Re: [RPG]: [Horror Week] Unknown Armies Second Edition, reviewed by Mechante_Anemone
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Originally Posted by Ante
Nice review, but I see it suffers from the same overwriting that so many other "reviews" here do. You don't need to tell the full details of the game mechanics in a review! Tell us if it's something special and if it works.
Oh, I figure that as long as the elements are clearly identified in the review, it's easier for those who don't care to skip the information than for those who want to see it to do without.
Also, just to be clear: "overwriting" usually has a different meaning, suggesting pompous style: "to write in too elaborate, burdensome, diffuse, or prolix a style." Do you feel this applies, or were you referring strictly to the quantity of material on the rules? (I want to improve!)
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Otherwise I think you did a good job conveying the core of what makes AU tick.
Re: [RPG]: [Horror Week] Unknown Armies Second Edition, reviewed by Mechante_Anemone
Quote:
Originally Posted by Mechante_Anemone
Both fnord and you make this comment, so it sounds like a few months' worth of campaign may not have been enough to appreciate the range.
Well, I have to confess, I've never played an extensive campaign. So you may very well be right... I've run a one shot (that actually turned into a 2 shot, i think) and an adventure that lasted about 5 sessions.
So you've clearly got more experience than I do. But to me, from reading, it seems clear that Adepts and Avatars are not SUPPOSED to be intrinsically "better" than normal people. This is, I imagine, something the GM has a lot of influence over. If the GM requires the various Prices of magick and Avatarhood to be pretty strictly adhered to, those disadvantages (adepts, especially, are pretty much fundamentally insane) should (at least in theory?) work to balance out the advantages the powers offer.
in practice, i'm sure this may not always (or even frequently) work out. you'd know better than me.
Re: [RPG]: [Horror Week] Unknown Armies Second Edition, reviewed by Mechante_Anemone
Quote:
Originally Posted by fnord3125
Well, I have to confess, I've never played an extensive campaign. So you may very well be right... I've run a one shot (that actually turned into a 2 shot, i think) and an adventure that lasted about 5 sessions.
So you've clearly got more experience than I do.
D'oh! I was unclear. I meant that my experience was probably too short.
Re: [RPG]: [Horror Week] Unknown Armies Second Edition, reviewed by Mechante_Anemone
Quote:
Originally Posted by Mechante_Anemone
D'oh! I was unclear. I meant that my experience was probably too short.
I know that's what you meant. But I'm just pointing out that I, too, have only had limited practical experience.
In the end, I really think that some of the play balance issues (Norms vs. Magick-types, Schools vs. Each other, etc.) probably depend a lot of the GM and players pushing for them. I mean, I can see that in, in theory, the fact that you've got to hurt yourself to get power with Epideromancy is supposed to balance with the fact that it doesn't hurt to charge Cliomancy but it's annoying and slow to get the charges... but in play, I'm guessing without everyone making a point of trying to balance them it probably mostly results in Fleshworkers just being a lot more effective, magickally.