Shifting Sands of History
Apr. 7th, 2004 11:10 amOne of the intents of Age of Paranoia is that it is to be a game played in the realm of geopolitics. With its structural road map being drawn by geography. The locus of action will be constantly changing, stretched out to represent the entire globe. The good thing is that the mission system seems to easily reflect that. The worry, brought up last night, is that this could very easily lead to major changes in the world, quickly branching out to a bizarre alternate history.
Which could be good, could be bad. I’m not sure yet. One of the issues for me is that the source material we’re borrowing from (Le Carré and The Sandbaggers) really show a world where all this intricate plotting usually results in not much happening. Just minor shifts. But that may not lead to good gaming. Things to ponder, like I don’t have enough already.
Which could be good, could be bad. I’m not sure yet. One of the issues for me is that the source material we’re borrowing from (Le Carré and The Sandbaggers) really show a world where all this intricate plotting usually results in not much happening. Just minor shifts. But that may not lead to good gaming. Things to ponder, like I don’t have enough already.