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Subject: The Edge Digested V1 #48
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The Edge Digested       Tuesday, April 21 1998       Volume 01 : Number 048



Today's subjects from The Edge:
	[The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	[Fwd: Re: [The Edge] Cloaks]
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks
	[The Edge] OTE supplements in general
	[The Edge] OTE, RPGs and gaming in general
	Re: [The Edge] Cloaks
	Re: [The Edge] Cloaks 

----------------------------------------------------------------------

Date: Mon, 20 Apr 1998 21:44:05 -0600
From: David Ebrey <dbebrey@MIDWAY.UCHICAGO.EDU>
Subject: [The Edge] Cloaks

Well, I finally found time to finish reading Cloaks.

I was impressed.  I find these sourcebook-esque supplements (such as
Wildest Dreams and Weather the Cuckoo Likes) much more interesting and
helpful than the adventures (although I like them too).  

My favorite part of the book was Chapter One, "How to do it."  "One Notch
Up"--the description of how to run exciting espionage--was exceptional
advice (at least for me).  

Club St. Augustine was a good example of more realistic/deadly secret
hideout.  There were a couple of really funny lines in the book.  The whole
"World War" section was great.

In general, I strongly recommend this book if you haven't bought it
already.  Very useful and filled with stuff to throw into your campaign (as
well as a fairly good central plot--something new to OTE if I recall
correctly).  I am happy to see that they are continuing to create a game
world as opposed to just any-old science fiction world.  In other words,
Tweet puts in things like the "Cloak Ethic" which explains why Cloaks don't
kill other cloaks--helpful if you want to keep your players alive.

My only negative comment is that the editing for missing letters is
horrible.  There must have been at least 10 examples; many of these confuse
the meaning of the sentence (until you figure out what is going on).  This
isn't a serious complaint, but it does give it a less-professional feel.

What do other people think of it?

David

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Date: Tue, 21 Apr 1998 08:40:39 -0600
From: "Carl L. Congdon" <carlcong@nni.com>
Subject: Re: [The Edge] Cloaks

David Ebrey wrote:
> 
> Well, I finally found time to finish reading Cloaks.
(snip!) 
> What do other people think of it?

	I enjoyed it. It offered an easy way to play espionage-centered games
without having to become an expert in obscure codes and difficult
mysteries. It blended nicely with the atmosphere of Over the Edge. The
fringe powers were amusing, as was the updated slang. 
	I also bought "Forgotten Lives" recently. Between the two sourcebooks,
I have enough ideas for a year's worth of campaigns, at least.
	I have yet to stumble across a supplement for Over the Edge that didn't
have something of value. Guess that's why they put out so damn few of
them...

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Date: Tue, 21 Apr 1998 08:47:20 -0700
From: "Jay J. Allen" <jallen10@wvu.edu>
Subject: Re: [The Edge] Cloaks

Well,


Not having read Cloaks yet, I might be a little off the mark, but:  While I=
 do enjoy the supplement style material that Atlas releases, it just doesn't=
 fill the bill for what I need for MY games of OTE.  If I want present day=
 adventures, I can come up with those fine myself.  If I want espionage, I=
 can draw on some spy film knowledge and my own imagination to implant it. =
 What I would really rather see in supplements from Atlas is more specific=
 info regarding the history of the Islands major players.  For example, just=
 what exactly WAS Monique up to during her infancy as the Islands ruler. =
 What groups were 'in power' and how did they get there during the 1950's ? =
 I want the real story(tm) concerning the history of the Island's wierdness=
 - and I'd like to see much more specific info on things of this nature. =
 While giving us plot hooks and adventure/story ideas is nice - this is the=
 type of thing I'm more apt to come up with myself.  What I'd rather see in=
 supplements is more historical and specific info on how things have=
 developed on the Island.  But thats just me.




At 09:44 PM 4/20/98 -0600, you wrote:

>Well, I finally found time to finish reading Cloaks.

>

>I was impressed.  I find these sourcebook-esque supplements (such as

>Wildest Dreams and Weather the Cuckoo Likes) much more interesting and

>helpful than the adventures (although I like them too). =20

>

>My favorite part of the book was Chapter One, "How to do it."  "One Notch

>Up"--the description of how to run exciting espionage--was exceptional

>advice (at least for me). =20

>

>Club St. Augustine was a good example of more realistic/deadly secret

>hideout.  There were a couple of really funny lines in the book.  The whole

>"World War" section was great.

>

>In general, I strongly recommend this book if you haven't bought it

>already.  Very useful and filled with stuff to throw into your campaign (as

>well as a fairly good central plot--something new to OTE if I recall

>correctly).  I am happy to see that they are continuing to create a game

>world as opposed to just any-old science fiction world.  In other words,

>Tweet puts in things like the "Cloak Ethic" which explains why Cloaks don't

>kill other cloaks--helpful if you want to keep your players alive.

>

>My only negative comment is that the editing for missing letters is

>horrible.  There must have been at least 10 examples; many of these confuse

>the meaning of the sentence (until you figure out what is going on).  This

>isn't a serious complaint, but it does give it a less-professional feel.

>

>What do other people think of it?

>

>David

>

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>

>

//    Jay J. Allen

WVU AIS   -   ASAP

<<jallen10@wvu.edu>

<italic>

</italic>

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Date: Tue, 21 Apr 1998 09:55:45 -0400 (EDT)
From: Kevin Patrick Hogan <dromedan@UMICH.EDU>
Subject: Re: [The Edge] Cloaks

On Tue, 21 Apr 1998, Jay J. Allen wrote:

> I want the real story(tm) concerning the history of the Island's
> wierdness 

real story(tm)?

Even when I write stuff for my games, I have several alternate real
story(tm)s.

My guess is that there is no real story(tm) - or there are several.  It's
all the same.

  --K  (dromedan@umich.edu)

"Kate said
the flowers of intolerance
and hatred
are blooming kind of early this year
someone's been watering them"
 
  --Robyn Hitchcock "The Devil's Radio"


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Date: Tue, 21 Apr 1998 10:28:24 -0700
From: "Jay J. Allen" <jallen10@wvu.edu>
Subject: Re: [The Edge] Cloaks

Bah,


Thats my point.  I just wish Atlas would get together and build a more specific history for the Island and the power players involved.  Kinda hard to design a realy historically meaty campaign/fiction with so much being left unspecified.  I don't like it.



At 09:55 AM 4/21/98 -0400, you wrote:

>On Tue, 21 Apr 1998, Jay J. Allen wrote:

>

>> I want the real story(tm) concerning the history of the Island's

>> wierdness 

>

>real story(tm)?

>

>Even when I write stuff for my games, I have several alternate real

>story(tm)s.

>

>My guess is that there is no real story(tm) - or there are several.  It's

>all the same.

>

>  --K  (dromedan@umich.edu)

>

>"Kate said

>the flowers of intolerance

>and hatred

>are blooming kind of early this year

>someone's been watering them"

>

>  --Robyn Hitchcock "The Devil's Radio"

>

>

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>

//    Jay J. Allen

WVU AIS   -   ASAP

<<jallen10@wvu.edu>

<italic>

</italic>

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------------------------------

Date: Tue, 21 Apr 1998 11:31:52 +0500
From: "Shawn Lockard" <slockard@ncs.pvt.k12.va.us>
Subject: Re: [The Edge] Cloaks

> Bah,
 
> 
> Thats my point.  I just wish Atlas would get together and build a more specific
> history for the Island and the power players involved.  Kinda hard 
> to design a realy historically meaty campaign/fictio> 

Thats not really the way that OTE works, IMHO. Giving you more than 
the barest tastes of the "history" confines and shrinks the setting, 
saying that only finite things are possible. OTE tells you the power 
players, the obvious ones, and lets you fill in the rest. Besides, 
with the Cut Ups machine, the Throckmorton Device, etc, change 
reality and history on a day to day basis, so whats the point?

Free your mind of control :)

Shawn Lockard <slockard@iname.com> <slockard@ncs.pvt.k12.va.us>
NCS System Admin & Webmaster - http://www.ncs.pvt.k12.va.us
WEDGE E-Zine: http://www.geocities.com/TimesSquare/2287/
Steve Jackson Games http://www.sjgames.com MIB #1701

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Date: Tue, 21 Apr 1998 11:49:58 -0700
From: "Jay J. Allen" <jallen10@wvu.edu>
Subject: Re: [The Edge] Cloaks

Well....


I think I might be misunderstood here.  What I'm asking for isnt a total=
 framing of things.  But when adventures are published in supplements, I=
 would like to see more specifics is all.  ie instead of 'So and so has=
 infiltrated the glorius lords to stop some machinations of the gangs leader=
 etc...' I'd rater see more historically bound info on just what Avan's=
 machinations are etc.  I want more detail - I understand the reasoning for=
 providing an open framework, and yes I have understood how OTE works for=
 quite some time now thank you very much.  I just don't see why no specifics=
 or really in depth information are ever included in supplements.  I'd say=
 that the closest to what I'm looking for is found in 'Weather the Cukoo=
 Likes' or *maybe* wildest dreams - but the real problem is, it's difficult=
 with so little framework to weave plots together into somekind of=
 historically accurate backdrop (which is what is lacking).  I'm looking for=
 more consistency in campaigns...you know - long running ones etc - with=
 more coallation between events so as to actually make the Island a living,=
 breathing entity with a rich history and heritage.  I can't do that without=
 more historical details.  Period.  Anyway, I'm sure people will disagree=
 with me on this, and that's fine.  Also, Im not meaning to flame anyone at=
 all here.  Just pointing out what *I* would find usefull in game=
 supplements.  Sorry if I sound harsh here also - I'm just getting=
 frustrated that no one can seem to understand easily what I'm looking for. =
 IMHO, OTE is not a 'generic' setting game in any sense of the word - and=
 having a more richly detailed world/setting with historical consistency and=
 coalation would improve the game greatly.  I wish we would see supplements=
 with more of that kind of info.=20





At 11:31 AM 4/21/98 +0500, you wrote:

>> Bah,

>

>>

>> Thats my point.  I just wish Atlas would get together and build a more=
 specific

>> history for the Island and the power players involved.  Kinda hard=20

>> to design a realy historically meaty campaign/fictio>=20

>

>Thats not really the way that OTE works, IMHO. Giving you more than=20

>the barest tastes of the "history" confines and shrinks the setting,=20

>saying that only finite things are possible. OTE tells you the power=20

>players, the obvious ones, and lets you fill in the rest. Besides,=20

>with the Cut Ups machine, the Throckmorton Device, etc, change=20

>reality and history on a day to day basis, so whats the point?

>

>Free your mind of control :)

>

>Shawn Lockard <<slockard@iname.com> <<slockard@ncs.pvt.k12.va.us>

>NCS System Admin & Webmaster - http://www.ncs.pvt.k12.va.us

>WEDGE E-Zine: http://www.geocities.com/TimesSquare/2287/

>Steve Jackson Games http://www.sjgames.com MIB #1701

>

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>

//    Jay J. Allen

WVU AIS   -   ASAP

<<jallen10@wvu.edu>

<italic>

</italic>

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------------------------------

Date: Tue, 21 Apr 1998 16:25:33 -0700
From: Florian Merx <fmerx@vektor.echo.lu>
Subject: [Fwd: Re: [The Edge] Cloaks]

> What I would really rather see in
> supplements from Atlas is more specific info regarding the history of
> the Islands major players. For example, just what exactly WAS Monique
> up to during her infancy as the Islands ruler. What groups were 'in
> power' and how did they get there during the 1950's ? I want the real
> story(tm) concerning the history of the Island's wierdness - and I'd
> like to see much more specific info on things of this nature. 

I concur. Even though Over The Edge is supposed to be surreal and weird,
I am cursed with players who aren't really into a Borroughs kind of
game.  So I tried adapting "V." by Thomas Pynchon, a
conspiracy/espionage book,  to Al Amarja, but for various reasons, it
didn't work out. One of the reasons was the lack of material on the
history of the island. Of course, I could have made that all up by
myself, but time is very valuable resource.
Therefore, a little data on the background, history, rationalizations,
whatever would be greatly appreciated.

Have Fun,

Flo
fmerx@vektor.echo.lu


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Date: Tue, 21 Apr 1998 11:55:16 -0400 (EDT)
From: Kevin Patrick Hogan <dromedan@UMICH.EDU>
Subject: Re: [The Edge] Cloaks

> Bah,
> 
> 
> Thats my point.  I just wish Atlas would get together and build a more 
> specific history for the Island and the power players involved.  Kinda
> hard to design a realy historically meaty campaign/fiction with so much
> being left unspecified.  I don't like it.

But that's just what I (and others) *like* about the setting.  So many
things *could* be going on.  To set an (A) This is what happened 
is just so much more limiting than (A) this might have happened
(B) this could have happened
(C) this may very well be happening

I have no objection to the latter.  But too many people seem to get
rigidly set on the "this is canon, all else is *heresy*" mindset for me to
really mind the lack of concreteness.  I just specify what needs to be
specified, and it's canon to me (if I want it to be).  I think it fits
well with the setting.  To each their own.

  --K

"i wait for eternity
or basingstoke
or reading"

  --Robyn Hitchcock "I Often Dream of Trains"


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Date: Tue, 21 Apr 1998 11:37:32 -0400 (EDT)
From: Joshua Kronengold <mneme@dorsai.org>
Subject: Re: [The Edge] Cloaks

Jay J. Allen writes:
>Thats my point.  I just wish Atlas would get together and build a
>more specific history for the Island and the power players involved.
>Kinda hard to design a realy historically meaty campaign/fiction with
>so much being left unspecified.  I don't like it. 
The problem is that, the edge being what it is, the "Real Story" isn't
the same in every game, and for that matter, can (given certain
influences) change from moment to moment (ever hear of the Plaza of
Painted Rocks?)
	That said, it would be nice to have some more history, real or no.

- -- 
mneme@dorsai.org	Joshua Kronengold		|\      _,,,--,,_  ,)
- ---^---- "What part of 'Pthhhrrrrrrrrrrrrrrrrrr'  	/,`.-'`'   -,  ;-;;'
  /\\	  didn't you understand?" -- Me		       |,4-  ) )-,_ ) /\
- -/-\\\--  AKA mneme at mcny.com			      '---''(_/--' (_/-'

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Date: Tue, 21 Apr 1998 11:33:24 -0600
From: David Ebrey <dbebrey@MIDWAY.UCHICAGO.EDU>
Subject: Re: [The Edge] Cloaks

1) Check out Forgotten Lives, which has a five-page historical section in
the adventure, "Jackboot Stomp."

2) In general, I agree with Jay.  Adventures might be ingenius, but they
don't add any richness to the world.  They just improve one particular
section of a campaign.  OTE has a fair amount of culture and background,
but it could use more IMO.  I think Jay has more interest in History than I
do.  What is really useful, IMO, is anthropolgy.  Tell me how people act.
Tell me what sorts of things people where.  What is a typical life like?
How do people greet each other?  Some of this is covered in the main book,
but obviously not all of it.  And of course History helps to define how we
are today, but not completely.  I definitely want history insofar as it is
necessary in understanding why Al Amarajians are the way they are.

And of course any anthropology isn't "authoritative."  It is merely
empirical.  As is true with History.  Whether there is a "real history," or
not is irrelevant.  What is relavant is: (1) What martians think is the
history, (2) what "actual history" would help a campaign.  What I mean by
(2) is: even if you want to say history is malable, it is nice to have some
sort of history from which to build adventures.  Maybe this isn't a "real
history," but all that matters is that it is true insofar as it can create
a story.  Again, take a look at that adventure in Forgotten Lives.  It sets
up some history and then uses it as a framework for the world.

What I would like to see is sort of an "Insider's Guide to Al Amarja."
Perhaps it could be written as a martian student's work in comparitive
Anthropology or perhaps as an insider's Travel Guide Book.  Either way, I
see a definite need for creating a richer Al Amarja.

The other thing I would like to see is "structural sourcebooks," like
Weather the Cuckoo Likes.  These set up organizations that you can have
involved in hundreds of adventures.  These also create a richer world
rather than just giving you one idea for one story.  For example, I like
"Deep Troubles" in The Myth of Self for giving the background on the Deeps.
 I would love sourcebooks on the Pharoas or the Movers (oh, that would be a
fun one).  These could describe the relevant Major players as well as the
history, general structure and mores.

Anyway, enough rambling.  I've lost this message once already (damn
computers and their errors), so I better send it off before this one dies.
I am looking forward to other's comments.

David



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Date: Tue, 21 Apr 1998 14:21:59 -0600
From: "Carl L. Congdon" <carlcong@nni.com>
Subject: Re: [The Edge] Cloaks

David Ebrey wrote:
> 
> 1) Check out Forgotten Lives, which has a five-page historical section in
> the adventure, "Jackboot Stomp."

A most excellent adventure. 
 
> 2) In general, I agree with Jay.  Adventures might be ingenius, but they
> don't add any richness to the world.  They just improve one particular
> section of a campaign.  OTE has a fair amount of culture and background,
> but it could use more IMO.  I think Jay has more interest in History than I
> do.  What is really useful, IMO, is anthropolgy.  Tell me how people act.
> Tell me what sorts of things people where.  What is a typical life like?
> How do people greet each other?  Some of this is covered in the main book,
> but obviously not all of it.  And of course History helps to define how we
> are today, but not completely.  I definitely want history insofar as it is
> necessary in understanding why Al Amarajians are the way they are.
> 
> And of course any anthropology isn't "authoritative."  It is merely
> empirical.  As is true with History.  Whether there is a "real history," or
> not is irrelevant.  What is relavant is: (1) What martians think is the
> history, (2) what "actual history" would help a campaign.  What I mean by
> (2) is: even if you want to say history is malable, it is nice to have some
> sort of history from which to build adventures.  Maybe this isn't a "real
> history," but all that matters is that it is true insofar as it can create
> a story.

	Al Amarja definitely needs a "history" and an "anthropology" of some
sort. I'd prefer it if the authors prefaced it with something like:
"This is what most people believe happened and can generally verify.
What actually happened is up to you." Plus, remember, in this game it's
not only easy to change what you don't like, in some cases it can become
almost mandatory! That said, some more "canon" history and anthropology
would be nice, if for nothing else than to give the GM ideas for his/her
version of Al Amarja.

	And I loved "Dreaming on the Verge of Strife" precisely because it gave
me an interesting new conspiracy to play with. Over the Edge needs more
supplements like Forgotten Lives. Not that I would turn up my nose at
sourcebooks like "Cloaks" (I bought it after all), but Forgotten Lives
had, page for page, more useful ideas and information than "Cloaks".
YMMV

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Date: Wed, 22 Apr 1998 12:54:09 -0600
From: "Keith Baker" <keithb@VR1.COM>
Subject: Re: [The Edge] Cloaks

Hey all--

Personally, I enjoy historical chaos. What I like about OTE is the fact
that so much of it is left to the GM; the island can be a completely
different place in the hands of two different gamemasters. Just from
reading various list and web posts, I know that a lot of people have a very
different vision of the Movers than I do. The beauty of the game is that it
doesn't matter. No-one is right and no-one is wrong, because no-one has
said THIS IS HOW IT MUST BE. 

In my opinion, Over the Edge and its supplements have always leaned towards
suggesting a vast number of ideas and letting the GM choose the one that
best fits his or her vision of the island. In "Dreaming on the Verge of
Strife", I don't say what the Circle is up to, or whether they're actually
a Mover cell. You can bet that I know the answer, at least as it applies to
my world. But I didn't want to force an answer that would make the group
unworkable for other GMs. Is Cheryl D'Aubainne a shaper? I like the idea,
and if you haven't used Cheryl in your campaign, it might give you a good
hook to bring her in. On the other hand, if Cheryl is already part of your
campaign, it could be totally inappropriate. Nothing is true -- everything
is permitted.

I also like the fact that my *players* don't know what's going on. A lot of
what I enjoy about playing or running OTE is the sense of mystery, of being
a little person in a world of vast conspiracies. I always strive to give my
players the impression that there is much more going on than they ever
really know about. It helps that there is no bible to go by; even those who
are also GMs and who thus have read all the suppliments don't know what the
Movers are up to in *my* version of the island. Who's actually a shaper?
What's the relationship between Anastasia Crowley and Sir Arthur? I tend to
shy away from some of the better-known/defined plotlines just because I
like to keep my players guessing. I've never actually bothered with the
Thockmorton Device for just this reason; people expect it, so in my game
the threat from the future is actually a group of highly evolved cockroachs
who have one-upped that pesky exterminator.   

On the other hand, I do agree with David's point about anthropology and
feel that an attempt to develop the cultural setting a little more couldn't
hurt. The steps towards this in existing suppliments are very interesting,
and I'd certainly like to see more done with it. I also prefer the
suppliments that focus more on adding a group of stories to the world
instead of adventures that focus on one single event; I enjoyed Wildest
Dreams and "Deep Troubles". On the other hand, I'm not sure *I'd* want to
see too much detail on the Movers, or even the Pharoahs; IMHO, the mystery
surrounding these groups is part of what keeps my players intimidated. When
no-one knows who the power players are supposed to be, no-one knows if Avan
Bloodlord might not actually be one of the leaders of the Hermetic Cell...
or whatever.

Anyhow, I'm rambling. Later...

- -Keith


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Date: Tue, 21 Apr 1998 15:16:14 +0500
From: "Shawn Lockard" <slockard@ncs.pvt.k12.va.us>
Subject: Re: [The Edge] Cloaks

> On the other hand, I do agree with David's point about anthropology and
> feel that an attempt to develop the cultural setting a little more couldn't
Agreed. To put it simply, source material for Al Amarja needs to be a 
lot more effect than cause. We need to know what these various groups 
do, and more groups to the mix, but we do not need to know these 
groups histories from day one on.  You don't have to retro-actively 
fix continuity that you don't break. That, and the best gaming worlds 
(and fiction worlds) are ambiguous. You _don't_ know whats coming 
unitl you get there, and everything can be expained more that one 
way. Thats how real life works, and to breath life into roleplaying, 
the setting should work that way. Really.


Shawn Lockard <slockard@iname.com> <slockard@ncs.pvt.k12.va.us>
NCS System Admin & Webmaster - http://www.ncs.pvt.k12.va.us
WEDGE E-Zine: http://www.geocities.com/TimesSquare/2287/
Steve Jackson Games http://www.sjgames.com MIB #1701

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Date: Tue, 21 Apr 1998 14:23:54 -0700 (PDT)
From: David Thomas Fisher <davefish@cory.EECS.Berkeley.EDU>
Subject: Re: [The Edge] Cloaks

   > On the other hand, I do agree with David's point about anthropology and
   > feel that an attempt to develop the cultural setting a little more 
   Agreed. To put it simply, source material for Al Amarja needs to be a 
   lot more effect than cause. We need to know what these various groups 
   do, and more groups to the mix, but we do not need to know these 
   groups histories from day one on.  You don't have to retro-actively 
   fix continuity that you don't break. That, and the best gaming worlds 
   (and fiction worlds) are ambiguous. You _don't_ know whats coming 
   unitl you get there, and everything can be expained more that one 
   way. Thats how real life works, and to breath life into roleplaying, 
   the setting should work that way. Really.

I have held an opinion about this for a while.  My feeling is that
things should start out somewhat ambiguous and vague in the GM's mind,
but she should at least start out with an amorphous idea.  The players
should start out with no preconceptions, and this is a good way of
making sure not too much is given away too early anyway.  As play
continues, the GM should make some decisions, perhaps thinking some
things out, perhaps others on the spur of the moment, and that way
make the history more concrete, and therefore shape the future events.
You cannot have effect without cause, but if you don't know what effects
you'll want, don't make decisions about the causes.

Anyway, that's just my opinion.  Other people may prefer to hold
different ones.

- -- 
David Fisher (davefish@cory.eecs.berkeley.edu)
"Seduced, shaggy Samson snored./ She scissored short.  Sorely shorn,/ Soon 
shackled slave, Samson sighed,/ Silently scheming/ Sightlessly seeking/ Some
savage, spectacular suicide."  - Stanislaw Lem, "The Cyberiad"

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Date: Tue, 21 Apr 1998 17:09:55 -0500
From: "Paul J. Lareau" <pjlareau@wavefront.com>
Subject: Re: [The Edge] Cloaks

Joshua Kronengold wrote:

> Jay J. Allen writes:
> >Thats my point.  I just wish Atlas would get together and build a
> >more specific history for the Island and the power players involved.
> >Kinda hard to design a realy historically meaty campaign/fiction with
> >so much being left unspecified.  I don't like it.

> The problem is that, the edge being what it is, the "Real Story" isn't
> the same in every game, and for that matter, can (given certain
> influences) change from moment to moment (ever hear of the Plaza of
> Painted Rocks?)
>         That said, it would be nice to have some more history, real or no.

So write it, and share it with everyone.  The folks that write these things are
just like me and you.  I suspect that if everyone started by writing down in
detail the gist of their best, most inventive campaign, then compared it against
"known history" in the Atlas books, altered the text to mesh, and put it out on
the web, we would all enjoy it, and put new ideas to good use.  In fact, that's
how many of the stories in the books got written.

I have to admit, this is the reason I have sorta dropped out of game playing of
late ... I found that the real fun was writing stories, not flipping cards.

- --
Paul J. Lareau
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[POST] 135 E. Viking Dr. #301, Little Canada MN 55117 USA
[HOME PAGE] http://www.wavefront.com/~pjlareau/
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Date: Tue, 21 Apr 1998 18:33:29 -0600
From: David Ebrey <dbebrey@MIDWAY.UCHICAGO.EDU>
Subject: [The Edge] OTE supplements in general

Keith Baker wrote:

>Personally, I enjoy historical chaos. What I like about OTE is the fact
>that so much of it is left to the GM; the island can be a completely
>different place in the hands of two different gamemasters. 

<snip>

>In my opinion, Over the Edge and its supplements have always leaned towards
>suggesting a vast number of ideas and letting the GM choose the one that
>best fits his or her vision of the island. 

Yes, but how does there being many possiblities stop there from being
"solid" structural and historical material.  No game supplement is
mandatory.  No game rule is mandatory.  Everything in the OTE book is
suggestion.  Are the Glugs bad because they imply a strict historical
progression from pre-humans to humans?  No, since there is nothing stopping
a GM from ignoring the Glugs, and then creating a new history that involves
time travling robots creating humans for the seeds for the robot's own
existence.

On the other hand, if you are worried about seeming too dogmatic, then I
suggest a more empirical style of writing, as is found in many Earthdawn
books.  Have the book be a history of Al Amarja as written by a Professor
at the University.  Have side bars (not by the professor) on "What may have
really happened."  You could throw out hundreds of ideas that could be the
basis for adventures and whole series.  None of them are canonical because
they are all just the writings of some random Professor, who is merely
doing the best he can (or maybe he is lying through his teeth at the behest
of the Mrs. D'Aubainne).

My point is that "substance narrows our possibilities" is a weak argument.
All material is merely to improve our games; everything is optional. IF
they publish more power-structure, history and anthropology we can discard
what we don't like; it can only help us.

(note that I am making a general argument here; I am not trying to attack
Keith Baker's points specifically; most of his ideas I thought were
insightful)

<snip>

>I always strive to give my
>players the impression that there is much more going on than they ever
>really know about. 

I try to do this as well.  I have always thought that GMs have a sort of
mythical feeling to them that is destroyed if the players actually realize
how little the GMs know.

>hurt. The steps towards this in existing suppliments are very interesting,
>and I'd certainly like to see more done with it. I also prefer the
>suppliments that focus more on adding a group of stories to the world
>instead of adventures that focus on one single event; I enjoyed Wildest
>Dreams and "Deep Troubles". 

I think most of this have agreed to this analysis of what is good.
_Weather the Cuckoo Likes_ cannot be underestimated; it is one of the best
roleplaying supplements, IMO.  

My-thought-provoking-question-for-the-day: what is implied by two real
people (Terry Giliam as "A Famous Movie Director" and Doc Cross as himself)
being included in a fictional group (the Cut-Ups) in a fictional world
(OTE)?  What does this imply about our boundries between fiction and
reality?  

On the other hand, I'm not sure *I'd* want to
>see too much detail on the Movers, or even the Pharoahs; IMHO, the mystery
>surrounding these groups is part of what keeps my players intimidated. 

The trick--and I admit this would be a trick--is to give useful information
without being dogmatic.  e.g., "The Movers COULD be this.  Wouldn't it be
interesting if...  Here is a plot assuming that...  One possible
orginazational scheme is...  Some think the Movers started as..."

When
>no-one knows who the power players are supposed to be, no-one knows if Avan
>Bloodlord might not actually be one of the leaders of the Hermetic Cell...
>or whatever.

Sure, but you can give a possibly helpful description of the Bloodlords
without proclaiming, "Avan Bloodlords is not a Mover, and if you run a game
with him as a Mover then Jonathon Tweet with Robin Laws will break down
your door and rip your mind out."

BTW, I am enjoying reading about what people would like OTE's direction to
be.  Even if it doesn't affect the product line, it helps me understand how
other people enjoy the game.

David

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Date: Tue, 21 Apr 1998 18:43:57 -0600
From: David Ebrey <dbebrey@MIDWAY.UCHICAGO.EDU>
Subject: [The Edge] OTE, RPGs and gaming in general

>So write it, and share it with everyone.  The folks that write these
things are
>just like me and you.  

That is seriously underestimating the work required to write a quality game
supplement.  Some of game supplements might be somewhat easy, but many of
them require research, long projects require extraordinary organizational
skills and they all require the ability to write in clear prose (something
which most of us lack).

I suspect that if everyone started by writing down in
>detail the gist of their best, most inventive campaign, then compared it
against
>"known history" in the Atlas books, altered the text to mesh, and put it
out on
>the web, we would all enjoy it, and put new ideas to good use.  

I haven't researched much OTE material on the web--and I have found some
good stuff.  But in general I don't look for stuff on the web because the
quality is so low.  The helpful/slush ratio is way to low.

>In fact, that's
>how many of the stories in the books got written.

If so, it was probably by someone who writes for a living.  They are used
to writing quickly.  Most people, myself included, cannot write nearly as
quickly as a journalist, hence if a lot of work is not put into the project
it is generally mediocre.

>I have to admit, this is the reason I have sorta dropped out of game
playing of
>late ... I found that the real fun was writing stories, not flipping cards.

IMO, the beautiful thing about games is human interaction.  Fiction
involves indirect human interaction; in general good art gives you the
feeling of interacting with someone.  But games make this more direct: they
are fundamentally social.  By all means, write fiction if you want.  But
there is something to be said for using professional level material so you
can spend more time gaming and less time creating.  This also allows you to
put your creative energies into things more central to the plot.  ("How
would the Movers react?  Well, I had better decide the entire structure and
motivation of the Movers...")

David

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Date: Tue, 21 Apr 1998 20:27:31 -0300
From: Gregory Blake <gblake@mediaone.net>
Subject: Re: [The Edge] Cloaks

Another point about the history of Al Amarja.

It is quite changing as time goes on. Who knows what changes the
Throckmorton Device can make in the past. Or maybe the cut-up machine.

Hey, even the top 3 floors of the hotel disappeared in one of my games.
Who knows what can happen to the rest of history. :)

Peace,
Greg

- -- 
P             Gregory Blake | "And the circle grows stronger..."           P
L                      Peace * Love * Unity * Respect                      L
U        email: gblake@mediaone.net | url: http://www.crl.com/~snooze/     U
R             whodp://ding.healthgate.com/snooze | ICQ# 1367921            R

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Date: Tue, 21 Apr 1998 18:46:24 -0600
From: tstone@robin-nvh.bvsd.k12.co.us
Subject: Re: [The Edge] Cloaks 

Long, long ago, in a galaxy far, far away,
Gregory Blake <gblake@mediaone.net> said:

>Another point about the history of Al Amarja.
>
>It is quite changing as time goes on. Who knows what changes the
>Throckmorton Device can make in the past. Or maybe the cut-up machine.
>
>Hey, even the top 3 floors of the hotel disappeared in one of my games.
>Who knows what can happen to the rest of history. :)
>
Though the Throck-ups Machine (well, that's actually more of a toaster, but
you get hte point) can change the past, the fundamental structure of the
history doesn't change.  Most of the time, Monique stays in charge, the
Hermetics don't disappear off the face of the island, the Tridents don't end
up as strong allies of the Gladsteins and Glorious Lords.  Though the words
change, the chapter subjects don't really.

Not to say that some campaigns can't have vastly different pasts.  It's just
that history maintains its shape, just the way a substance does not suddenly
morph into something else even though its electrons move quite randomly.

I agree that the best way to go about giving history info is to present it as
writings of historians/professors/travel guide writers/etc.  You could even
have conflicting histories written by different conspiracies and leave it to
the reader (or player) to attempt to decipher it.

I haven't roleplayed a whole lot (and have yet to get a chance with OtE), but
I tend to prefer a world with a rather general historical outlook so you have
an idea as to some of the factors determining the motives of some groups, but
with the historical details left loose so you can pick on one and use it in
a campaign.  In OtE this should be pretty slack, since history contains a fair
amount of subjectivity, hence historians and professors should write the
material rather than know-all GMs...

=-=-=-= Trevor Stone =-=-= aka Flwyd =-=-= tstone @ robin . ml . org =-=-=-=
Eclectic philosopher, New Vista computer admin,  gamer, witster, esotericist
http://robin.ml.org/~tstone/               Thou mangled mad-bread hedge-pig!
Most people wouldn't know music if it came up and bit them on the ass. -- FZ

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