These days I'm pretty down on the whole concept of buying advantages with disadvantages. Those things aren't remotely "balanced," so why bother claiming that they offset each other in any meaningful way? If you want people to have webbed toes that they have to hide and also have magic powers that they also have to hide but are magic fucking powers, just give them both things. Like, why not?DrPraetor wrote:That would maintain the eerie personal elements of Lovecraft (which people like, and which are good), while making a more playable game.
I would propose the following:
[*] During character generation, each investigator chooses a certain number of beneficial touched traits which are essentially magic powers. So, like Paranoia, all of the characters are themselves mutants.
[*] You can also have detrimental touched traits but only the first tier of them, to start.
In some theoretical sense, using your powers risks your humanity but this is not represented mechanically, instead...
[*] You-the-player can choose to take detrimental touched traits during play, using excuses that fit some criteria - seeing something horrific, using your powers too much, whatever - and in exchange you also get beneficial touched traits.
So sorta like champions but you can pick up new disadvantages+offsetting powers at thematically appropriate points during play. As with later versions of Ars Magica, touched-flaws are either a hindrance to the character achieving in-game goals or they create new story opportunities or both, whether the touched flaws are good in principle doesn't enter into it.
Thus, if you want to do the spiralling out of humanity arc, you can do that; but, if you want to be the stoic or irrepressible optimist who retains a humanist outlook against the backdrop of cosmic dread, you can do that instead. This decision should be made by the player and not by die rolls.
As for everyone being a mutant per se, I would assume not. I mean, the Aquaman origin story is fine as far as it goes, but some people just really want to be a Wizard. The setting is completely compatible with normal humans who learn sorcery, so there's no reason to restrict all the PCs to genetic backstories. Some people are just fascinated with rats or like to draw increasingly complicated diagrams or whatever.
But all of that is fairly beside the point. Obviously people don't really want to play normal people who have to go do normal jobs and want access to the fucking magic powers in the fucking setting for their characters. I mean, obviously. But the question remains what it is that you actually do. Vampire obviously struggled with this most severely: now that you have your character, what do you actually do? Shadowrun and D&D are at the other end of the spectrum, and because of that they are much better games for both long campaigns and one-shots.
I would say that the core experience should be "uncovering horrible truths." And most of that is going to be Twin Peaks stuff. You investigate horrible crimes, learn about horrible things that happened to people, and learn about horrible monsters that influenced those events and do what you can about it.
-Username17