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Re: [BNW] Back to Bargainers--Why I don't like their book



::SNIP::
>I finally figured out why I don't like the Bargainers.  It is
>precisely b/c of the new directions.  To me, having the war between
>the realms kind of cheapens the war on in America--if you have chars
>who worry about such concepts as Armageddon, it makes it hard to
>think that one little dictator in his 80s is anything more than a
>thorn in your side.  An annoyance, sure, but you've got bigger things
>to worry about.

But actually, what *I* liked about the Bargainer book is that it expands the 
idea of fighting for freedom and independence, just on a larger scale. The 
shades of grey are there, in that you have people who, albiet reluctantly in 
some cases, are dealing with some of the most Evil (and capital on purpose) 
beings in existance, and are trying to use this ability to make their world 
a better place. Yes, that dictator might not stack up against the whole 
hellish host, but your average Barganer isn't going to be able to influence 
the Plane War by battling against the Angels or Demons, but by having an 
effect on the war through sympathatic consequences. If they make their home 
plane better, and more capable of holding its own against the Heavnly and 
Hellish hosts so that it dosen't become just another faceless faction for 
either side but a Free and Independent world that can stand up for itself. 
And they can do this by helping make the world a better place.

BNW is a game about Power, Responsibility and Sacrifice. What are you 
willing to give up to win Freedom? What will you do to obtain it? If you 
have the Power, do you not have the Responsibility to fight for those who 
can't? And how far will you go in that fight? How much of your life and 
morality are you willing to risk or place in the fire for the benefit of 
others? Barginers are making the ultimate risk. They are wagering their very 
souls to make the world better, dealing with things that can corrupt just by 
existing. They didn't ask for the power, but now they have it. Do they use 
it, risking something that cannot be replaced, to change the world? And how 
far do they go? What are they willing to sacrifice to gain the power to 
change the world. For example, I'm using Samantha from the Ripper scenario 
as a prominant NPC in my game. She's the only Barginer that my PCs have met 
that they like or trust. The others they dislike because of the standard 
reasons (They talk to Demons! Auggh!) But Samantha got to them by being 
friendly, helpful, and showing distase for talking to the Demons. She also 
helped them out against another (Major Bad) Barginer. But  what makes her 
really different is something the PCs don't know. She doesn't have a Totem, 
nor does she want one. She dosen't want to have to do what's required to get 
one. She can't bring herself to do something that bad. So she does minor 
things to power spells. This influences her actions and attitudes in ways 
that the PCs have picked up on, and they find themselves liking her. They've 
told me they can't  put their fingers on why they like her, and that, to me, 
means that I've done my job in characterizing her and showing the ranges 
that Barganers can cover to my players.

::SNIP::
>Adding a war between demons and angels adds a new dimension or three
>that I just don't want.  This dimension is rich enough, thank you
>very much.

Well, then leave it in the back story, as a hidden layer to be exposed if 
your PCs ever look that way. Or if you ever feel like throwing something 
Really Big(tm) against them, part the curtain and give them a glimpse, then 
let it fade into the background again, so that the players go "Wow..." and 
realize that their actions can have a larger impact than they thought, and 
that the world is a bigger place than they realized.

--
GAry m, minor epot
   aka "Sneezy the Squid" · archivist for AFMBE mailing list
------------------------------
Life isn't meant to be taken in baby steps. - Fraiser Crane

DNRC Member since 1995 · ICQ#: 8391493 · www.geocities.com/sneezythesquid

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