Thu 29 Mar 2018, 16:10
The important thing about group concept is that it tells the GM about what style of play the players want, not necessarily what sort of adventure they demand. So if we take Dark Flowers, which given it comes with pre-gens, we might assume works with that group only, we’ll see that actually it can be run though a concept “lens“ that changes the feel without necessarily changing the facts of the adventure...
So mercenaries might be briefed in a very particular way, it’s a search and retrieval mission, the danger is implicit. They go in armed and wary. The client is efficient and speaks in clipped tones, very matter of fact.
If they are pilgrims, the client is more obviously spiritual, sells the quest as an opportunity to fulfil a prophecy, to do the work of the Icons, and bring mana to the people. The growth might indeed feel like Eden at first, a promised fruitful land, but is it corrupted, rotten at the core?
Agents might approach it more as a mystery. The client seeks answers ... what happened, who’s fault was it? And so on...
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