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14 April 2014 @ 05:34 pm
Darkover Among the Mists  
When I was a boy, every summer and sometimes during the winter, my family would pack up our things into our car and drive west to visit my grandparents in Oregon. One of the first things I would do every time we arrived was borrow my grandmother's library card and head down to the local public library and check out a double handful of books. That's where I read a ton of classic sci-fi and fantasy--the Foundation and Robot books, the Rama books, a bunch of Heinlein's stuff, the Chronicles of Amber, the Riftwar books, nearly all the Valdemar books, and, relevant to this post, Marion Zimmer Bradley's Darkover books. She was personally a terrible human being, but I really took to the stories about politicking and personal relations in a feudal society with a psychic nobility. Maybe because the psychics were redheads.

Anyway, half a decade ago, I read Stephen King's The Mist and absolutely loved it. And based on the title of this post you can probably see where this is going. I had it that the Towers had figured out a way to extend the force fields they use to prevent experiments from blowing up to keeping the Mist out at long range, set the game during the Ages of Chaos so all kinds of crazy psychic insanity is on the table, and wrote the whole thing up in Unisystem.

I found it a few days ago and looked back on it, and there are some major flaws. For one, in a game that's supposed to have political intrigue and the players playing nobility who are members of the ruling families of various kingdoms, the utter lack of any real social systems beyond "roll some dice and make stuff us" is a major flaw. I also exhaustively detailed the way psychic powers work because I've always been one for systematizing my games, even though the way the powers work in the books is basically "i dunno lol" and constantly changes depending on the plot and when the book was written. It's ~50 pages long and I wouldn't run it at all nowadays.

I'm thinking of converting it over to post-GMC nWoD, though. A lot of work is already done, since GMC has a better social system and updated psychic powers in it that I can steal. I can finally adapt the Company rules from Reign to nWoD like I've been planning to do for months. I just need to add the Darkover-specific bits around the edges and convert the stats over.

I do like the idea of getting to use it. Darkover is a great setting to run an intrigue game in, with the competing demands of familial loyalty vs. personal ambition, the lure of the Towers as a source of power and a neutral ground to settle disputes, and the addition of the Mist adds a tragic aspect to the society where they might be able to solve the looming end of the world once and for all if they weren't too busy stabbing each other in the brain with mind-daggers all the time. Humanity in a nutshell.
 
 
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Current Music: Marion Zimmer Bradley - Horsetamer's Daughter