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Post by cooper on Aug 13, 2014 10:23:14 GMT -6
Has anyone played the 1999 game "Sorcerer" by Ron Edwards? He links to sup.: V Carcosa on his webpage. (The game won awards in the 2000's and gets rave reviews from modern game designers).
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Post by tkdco2 on Aug 15, 2014 15:38:16 GMT -6
First time I've heard of it. Sounds intriguing.
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Post by raritus on Aug 28, 2014 16:00:05 GMT -6
Hi:
Ran several sessions of Sorcerer. Can be difficult w/out the right kind of people (creative & proactive). The GM's duties are to referee stuff & "role with the punches" (pun); "say yes or roll the dice" is a motto.
Quite different mindset (more narrativistic). EZ, simple rules, almost nil, & almost ALL tasks rolled for are "versus rolls" - conflicts versus "an opponent". Rolling for things in Sorcerer are usually about the "Big Stakes", so no "frivolous" rolls.
&, hmmm, you can have a lot of bound demons. Demons are the only channels to "cast" spells. No human can do magic inherently. Only sorcerers know how to summon & bind the demons that DO the actual magic. The more powerful the demon the less likely you can control it. Demons crave stuff too, the more twisted the better! This creates most of the basic conflict in the game, between the sorcerer's soul/humanity (if any!) & the demon's inimical to humanity's/perverse nature. There's a major mechanic for this, one of the few.
Depending on the "setting" (the corebook doesn't really have one, "per se"), the games turn out quite differently. For "excellent Carcoflavor" you have to have Sorcerer & Sword (the "Sword & Sorcery" supplement) + "minisettings" like "The Dictionary of Mu" &/or "The Blue Tome..." (this one's still for free I believe).
HtH r
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