Re: Making Promethean Work
I know bugger all about the game other than a few comments I've read but rather than have pure MotW it should be possible to have a long-lived quest. At worst 'our princess is in another castle' type thing but preferrably more like puzzles and mysteries. You need to solve some problem everywhere you go and each place you are lead to has another piece to add. Names to investigate, trails leading other places, traces of the Evil Master Plan or whatnot. treat it more like (dare I say it?) a D&D campaign. Lots of local problems to fight while you uncover the plot and get closer to the BBEG (for sometimes generous definitions of 'guy' or 'evil').
If you want to play up the problem of finding enough Prometheans to work together, you can try running it as a one-on-one-on-one++ campaign. Each player gets individual sessions, or sessions with only one or two others, each getting a piece of the puzzle and communicating with eachother intermittently, sometimes meeting for bigger events. Obviously, this only works if the ST has a lot of free time.
Re: Making Promethean Work
If I recall correctly, someone wrote a Promethean campaign journal some time ago, set in the world of Trigun.
Re: Making Promethean Work
If you're willing to wait a bit, Firestorm Chronicles/Promethean 2.0, according to the development blogs(Some of which are here), makes it much easier to stay in one place if you'd like
Disquiet never get's beyond "Distrust, Disgust, or Pity" unless you're already in a wasteland, and wastelands are no longer automatic.
Re: Making Promethean Work
Quote:
Originally Posted by
TheCountAlucard
If I recall correctly, someone wrote a Promethean campaign journal some time ago, set in the world of Trigun.
That was a good journal from memory, i cant remember what happened to it.
As a note that was a one on one game, so it wouldn't have suffered from having to justify a throng. Just one PC chasing down her lost past.