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Nero Grimes

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Posts posted by Nero Grimes

  1. In a mystery writing workshop I took, they described Noir (as opposed to other forms of mystery stories) this way:

    Structure of Noir:

    Noir is the most realistic of all subgenres of mystery.

    1. Urban setting. And it is crime-ridden.

    2. It's dark, gritty, sensory-filled and nasty.

    3. Character-focused in relationship to the setting.

    4. The ending: the crime gets resolved, but it's not pretty and it's rarely uplifting.

    5. Voice is off the charts: deep, resonant, powerful, worth listening to. A riveting storyteller telling you a horrible, horrible story.

     

    Other things about Noir (not necessarily the case):

    1. Often the main character is a vigilante or someone outside the law.

    2. It's the anti-cozy.

    3. It rarely has a moral compass. Sometime the moral compass is broken. Morals don't exist at all in most noir stories. Morals are for people who have money, time, a "real life." They can afford it.

    Annenberg's VoD Film Noir.

     

    The whole course is worth a look.

     

    http://www.learner.org/resources/series67.html?pop=yes&pid=211

  2. Well, okay, but if you know your players are confused and/or turned off by that, why would you do it to them?  It's supposed to be a communal effort -- and if everyone isn't enjoying it, that's a good way to become a community of one.  If they DO enjoy it, then you are giving them what they like and no guidance is necessary.

     

    I guess what I'm saying is that the guidance you're seeking is sitting right across the table from you -- what do your players say?

     

    (I'm honestly not trying to be flip here -- I wish we were talking face-to-face since you would hear my actual tone of voice and all.)

     

    Flippant is fine. The last few years of my gaming life needs all the comic relief it can get. Long, sad story.

     

    As to the game being communal, they lack an intellectual curiosity necessary for world building. They are smart, and good, gamers; but by no means Hobbyists. They love driving but have no interest in working on engines.

     

    I ran a SKETCH/MicroLite mash up. and it was Quinn who found the glitch that allowed her to generate fatigue to cast spells at 'no cost'. However I have see the parochial nature of her personal library.

  3.  well, I guess the obvious answer is it's up to the Game Master really.

     

    So to me (though I'm only just beginning to run Indy style Pulp adventures thanks to a new player wanting something a bit more "cinematic" than the classic CoC type stuff tends to be), it seems that the supernatural actually crops up in the Indyverse MORE than it does in my Call of Cthulhu campaign.  And that's kind of odd, really, now that I think about it....

    It ultimately being up to the GM is just the beginning; I need solid guidelines lest I start 'doing my own thing',  leaving players in the dust with every free-wheeling turn I take. My favorite adventure is A Kringle in Time, which blithely trips through time and space, changes genres with breath taking impertinence, and prefers funny to logical.

     

    BTW.  The 'stress rules' are in a free pdf magazine, Uncounted Worlds #2, at http://www.chaosium.com/. I also found two arctic adventures that will fit in with an Tunguska Event arc. (In Weird Menace: Supernatural, the Tunguska Event is caused by someone opening a Templar fortress of solitude incorrectly).

  4. “When you're making pronouncements that Temple of Doom didn't happen and that the "true" Indy universe must include your Xena/Buffy crossover fanfic,”

     

    Oh no! He’s hacked my super secret private fanfic file!

     

    ToD still happened, with next to nothing of Willie in it. When does comic relief stop breaking dramatic tension and start dragging the whole movie to a stop?

     

    Answer: when she gives it up to the director.

     

  5. I'm going to table the nature of psychic powers for now; defaulting to Steven's take in Pulp Hero and Chapter 13 in D6 Adventure. What I have gleaned from the articles at the BRP forums has been interesting; however,not of use in this instance.

     

    Perhaps a more useful metric would be the nature and number of beasties, which go bump in the night, Indy goes toe to toe with.

     

    I'm lifting from the amazing Legendary Quest stuff. http://legendaryquest.netfirms.com/Download.htm

     

    Gargoyles - maybe

     

    Vamps - no, no, no! Vamps maybe canon, but logic and reason have never slowed me before. Why start now?

     

    Zombies - as the traditional minions voodoo priests or priestesses.

     

    Were-beasts - most cultures have a variation of were-something. I tried to run a game based on the movie Brotherhood of the Wolf.

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