After much drama and toil, the story of Teddy, Loris, and Emma comes to a conclusion this week! Last time, they discovered the truth of Emma’s connection to the Vanisher. Today, they venture into an otherspace that looks suspiciously like a certain school of witchcraft and wizardry. There, they must defeat a monster that even the most powerful magician in Pacific City was helpless against. Will they succeed? Listen and find out!
Jump to CommentsUnknown Armies: Session, Part 3
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433: Stories Within Stories
We heard you liked stories, so we put a story in your story, so you can read while you read.
Just here to say that I really enjoyed this campaign.
Thanks so much! We really enjoyed recording it.
A really fun campaign to listen to and a great illustration of how the system works! I really hope you do more of these. Also, I’m not sure how much editing you did, but even though things were being figured out in session (especially in the character creation episodes), there aren’t any points where things dragged (the banter and commentary were enough to hold up those more technical and logistical moments in the game).
This system seemed like it had some interesting ideas that were being made overly complicated. Forcing a character to change as the result of a failed roll is tricky. In principle it can be cool to have a character change as a response to their experiences. However, if it happens too easily (as seemed to be in the case of this system) it can distort the character from who the player feels they should be.
Also, I still can’t believe the tone in the book. This is the ultimate hipster game system. It is too cool for any of its actual players. The creator seems to be obsessed with how cool and original he thinks he is. So strange.
Thanks Fay, glad to hear you enjoyed it! I did cut out some long pauses as we looked up a rule here in there, but otherwise not a huge amount. I’m glad I achieved my goal! For my own part, I understand the idea of giving the stress meters mechanical effects so they’re more than just flavor, but I don’t think tying that to your core abilities was the right move. I’m trying a different version in my own paranormal investigation game, so we’ll see how that goes. And yes, this book is really convinced of it’s own coolness. So convinced.
Oh, and we’re definitely planning another one. It might take a while, but our next target is Scum and Villainy.
This was really fun! I didn’t expect to enjoy it so much, since “awkwardness horror” sounds like the exact opposite of what I would normally like. But the weird magics were fun and distinct, and the collaborative character creation really paid off, because the characters and their relationships were really interesting! (And shout out to Michelle for doing the funny voice! I’m giving Murdoc Motel a passable review.)
Yay, I’m glad you enjoyed it! I took some major liberties with the source material, going for more of a general creep factor than the book’s default awkwardness horror. Good to see it worked for people.