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Re: [WW] To Weird or not to weird
Hi!
> Hey all, I have a question about setting use. What are all you using for
> your setting - straightup non-weird WWII roleplaying or Weird War II
> roleplaying with all the creepy stuff? The reason I ask is because I started
> a group with no supernatural things & it didn't last. I even had two regular
> players who decided they didn't want to play because it was "too realistic"
> for them. Does the supernatural edge help take away from the real horror
> that was WWII & make it easier to play the game?
I like to play on the the expectations of my group (the real-time one,
the pbem sadly has disintegrated). They knew we were trying "Weird
War" so I bombarded them with ominous signs of doom, but so far they
have been involved in only straight assault and recon missions. Except
for that strange temple, where cultists and some dis- and reappearing
waisthigh spiders gave them trouble.
Playing with weather (darkness) or terrain effects (mirages) gives my
Afrika Korps soldiers enough to think about. Not to mention a tough
British/Australian/NZ/Indian opponent.
> On the other hand, two of my players didn't want to have any weirdness
> because they thought it was an "insult" to the memory of the real soliders.
Well. A lot from my group have served (as was usual in Germany) in the
military. I have made clear from the beginning, that these are
soldiers far from home. And their reaction to Nazis appearing was just
natural: "What does this jerk want".
I don't see any insult in playing a fun RPG. It rather makes you think
about and research, what the real soldiers did, which enhances the
history lesson.
Mit freundlichen Gruessen,
Arne Reuter
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