By now, you know what kind of psychic your psychic man is. You've gotten into your man's head, so you know where he's coming from and how his thinks. Now, how does your man deal with others?
Good question.
First, a simple and pragmatic matter: you are playing a team-based game, wherein you cooperate to accomplish objectives and deal with scenarios put before you- either self-generated or encountered via emergent gameplay, so it behooves you (and the others at the table) to play well with others, part of which being making a man who does so.
Now, on with it.
Regardless of your man's abilities and level of power, your man is still a psychic and therefore has a unique perspective on things that non-psychics do not share. Exactly what that perspective is will vary--see the previous Archetype posts--but magic-users and mundanes cannot see things as your man does; what your man does, and especially how your man does it, is beyond their capacity to comprehend and as such your man bring a vital asset to any team that your man joins.
Telepaths and Sensitives are good at facilitating communication and unit cohesion amongst a team, either directly through psychic mind-to-mind contact or by facilitating mundane leadership and management skills to get desired results faster. Psycho-Kinetics are able to augment a team's firepower and work as a force-multiplier. Gishes have their own well-defined niches, and Hybrids suggest their own engagement within a team by what they blend together. When making your man, it's a good idea to talk with the others at the table to establish these team relations before you start throwing the dice around; the sooner that everyone is on the same page, the better everyone's gameplay experience will be and the faster that all of you can get to the good stuff and maximize your fun and entertainment.
That last part is a matter that is specific to your table, so I really can't get too specific in advice; what I can do is recommend that you look into non-fiction books about making the most of teamwork environments, and take notes as to how well your man either conforms to or contradicts the proven methods and techniques for successful integration into such environments so that you can play your man accordingly- and, if possible, do this with your fellow players. Even for the most powerful of psychics, the ability to do well with others makes succeeding at your goals far easier and more common than those who lack such social faculties.
And next week, I'll move on to something else altogether: a shift to the sorts of common campaigns in RIFTS.
One man's attempt to take the premise behind elements of Palladium Books' flagship tabletop role-playing game, cut away the stupid stuff, and follow through on the rest to their logical conclusions. Then, make it playable.
Saturday, August 23, 2014
Saturday, August 16, 2014
Playing a Psychic in RIFTS, Part 9: Hybrids
If a Gish is a psychic whose powers synergize with a mundane occupational suite to create a superior whole from the parts, then a Hybrid is a psychic who also wields a second power source with equal power. In RIFTS, this is most obvious with the Mystic, which I covered in the Magic-User series previously. There are variations on this in other books, which I leave to you to review at your leisure.
While the Mystic is a hybrid psychic and magic-user, focusing upon sensitive psychic powers and basic spell-casting, both derived from a strong connection to the unseen cosmic forces via their intuition, the archetype in general can cast its net much wider than that. Therefore, what makes the mind of a Hybrid is not the nature of their powers, but rather that they have two or more sources of power at equal (roughly) levels and therefore have to split their attention (and develop their consciousness) between them. This is how a Hybrid's perspective enables them to become capable of seeing multiple points of view, making them capable diplomats and mediators due to this cognitive bias that comes out of their development.
The price, predictably, is that a Hybrid is never fully able to assimilate their sense of identity into either of their sources of power; the blended power perspective grants diversity and breadth at the cost of specialization and depth. Therefore they tend to seek out others like themselves, with varying levels of success, if they seek a community of their own at all. (Mystics, for example, tend towards a level of self-reliance otherwise seen only in the Telepaths and Psychokinetics.) For the player, this means that your man will always be in a liminal mind and social space where things are unclear and one's existence is more of a frontier (even in the middle of a highly-civilized place).
This makes Hybrids good for your usual gameplay scenarios. Even if they prefer to operate above-board at all times, they will still be in that liminal space and therefore be open to the sort of scenarios that are typical in RIFTS. Their ability to operate in two distinct environments (literally or otherwise) give them something other than their powers to bring to the table, and due to Hybrids being sufficiently different amongst themselves due to what powers they blend together you can have multiples of this type and not end up with carbon-copies. Distinctiveness of character is quite possible with Hybrids.
A character's personality writes itself when keeping the archetype's major traits in mind. Individuality comes at the edges, where specific encounters and experiences can color the specific manifestation in different direction. When making a Hybrid, this is your space for customization of his persona, so exploit it; you'll come up with a sufficient background in the process, and still able to put it all on a 3x5 card. Simple, quick, easy.
While the Mystic is a hybrid psychic and magic-user, focusing upon sensitive psychic powers and basic spell-casting, both derived from a strong connection to the unseen cosmic forces via their intuition, the archetype in general can cast its net much wider than that. Therefore, what makes the mind of a Hybrid is not the nature of their powers, but rather that they have two or more sources of power at equal (roughly) levels and therefore have to split their attention (and develop their consciousness) between them. This is how a Hybrid's perspective enables them to become capable of seeing multiple points of view, making them capable diplomats and mediators due to this cognitive bias that comes out of their development.
The price, predictably, is that a Hybrid is never fully able to assimilate their sense of identity into either of their sources of power; the blended power perspective grants diversity and breadth at the cost of specialization and depth. Therefore they tend to seek out others like themselves, with varying levels of success, if they seek a community of their own at all. (Mystics, for example, tend towards a level of self-reliance otherwise seen only in the Telepaths and Psychokinetics.) For the player, this means that your man will always be in a liminal mind and social space where things are unclear and one's existence is more of a frontier (even in the middle of a highly-civilized place).
This makes Hybrids good for your usual gameplay scenarios. Even if they prefer to operate above-board at all times, they will still be in that liminal space and therefore be open to the sort of scenarios that are typical in RIFTS. Their ability to operate in two distinct environments (literally or otherwise) give them something other than their powers to bring to the table, and due to Hybrids being sufficiently different amongst themselves due to what powers they blend together you can have multiples of this type and not end up with carbon-copies. Distinctiveness of character is quite possible with Hybrids.
A character's personality writes itself when keeping the archetype's major traits in mind. Individuality comes at the edges, where specific encounters and experiences can color the specific manifestation in different direction. When making a Hybrid, this is your space for customization of his persona, so exploit it; you'll come up with a sufficient background in the process, and still able to put it all on a 3x5 card. Simple, quick, easy.
Saturday, August 9, 2014
Playing a Psychic is RIFTS, Part 8: Sensitives
We've got our Telepaths. Sensitives are a step down from Telepaths in that they aren't literal mind-readers, and most of what the Sensitive is sensitive to stems from a thinking entity of some sort. The rest of what they sense is environmental presences that, usually, are the result of thinking entities' activities. If Professor X is a good Telepath example, then Counselor Troi is the cut-rate version that typifies Sensitives.
Playing a Sensitive usually means that your psychic man is not a power-player; for truly powerful psychics, Sensitive powers are secondary abilities that logically follow from their primary power(s). (Mind Melters always develop useful Sensitive powers, and are often logically derivative of Telepathic or Telekinetic ability, for example.) They usually aren't Gishes either, but instead take up the third (and, statistically, most common) approach to the practical employment of psychic power: as Augmentation to ordinary professional development.
So, your Empath is likely to also been a skilled negotiator, counselor, mediator or other strong interpersonal profession or role due where being an Empath greatly facilitates the development of such skills and easily integrates into such practices. One that can Detect Evil/Magic/Psi is often found as an investigator, tracker, bounty hunter, etc. and specialize in dealing with what they detect (e.g. Psi Stalker, Dog Boy). You can see the pattern: the powers point to useful practical occupations wherein the powers can be best employed.
In larger terms, Sensitives--as with Telepaths--are very likely to be found in some form of Intelligence or Military position, often as an asset run by a trained operative instead of being one themselves (unlike Telepaths; they're valued as operatives, and as a class always rise to the top of any society wherein they exist given time and no effective opposition). They're equally valued on both sides of the Great Game, and often concealing as best they can their true nature (even in the Coalition or similar hostile states), as they become targets for removal when an opposing operation makes its move; Sensitives suddenly breaking contact are a reliable signal to savvy operations that an enemy attack has come.
So, playing one means that--while you are often considered to be better than the common man--you're on the level of a soldier with some basic augmentation, or at best on the level of a well-built Cyborg, or a Juicer or Crazy; far more common is a status akin to a Headhunter, in that a Sensitive possesses relevant skills and complimentary powers that augment performance significantly, but are not themselves a big game-changing presence in and of themselves (as Telepaths, Psycho-Kinetics, or certain Gishes can be). You're not a super-hero level presence, but instead a solid pillar of a team whose collective performance can approximate such individuals.
Playing a Sensitive usually means that your psychic man is not a power-player; for truly powerful psychics, Sensitive powers are secondary abilities that logically follow from their primary power(s). (Mind Melters always develop useful Sensitive powers, and are often logically derivative of Telepathic or Telekinetic ability, for example.) They usually aren't Gishes either, but instead take up the third (and, statistically, most common) approach to the practical employment of psychic power: as Augmentation to ordinary professional development.
So, your Empath is likely to also been a skilled negotiator, counselor, mediator or other strong interpersonal profession or role due where being an Empath greatly facilitates the development of such skills and easily integrates into such practices. One that can Detect Evil/Magic/Psi is often found as an investigator, tracker, bounty hunter, etc. and specialize in dealing with what they detect (e.g. Psi Stalker, Dog Boy). You can see the pattern: the powers point to useful practical occupations wherein the powers can be best employed.
In larger terms, Sensitives--as with Telepaths--are very likely to be found in some form of Intelligence or Military position, often as an asset run by a trained operative instead of being one themselves (unlike Telepaths; they're valued as operatives, and as a class always rise to the top of any society wherein they exist given time and no effective opposition). They're equally valued on both sides of the Great Game, and often concealing as best they can their true nature (even in the Coalition or similar hostile states), as they become targets for removal when an opposing operation makes its move; Sensitives suddenly breaking contact are a reliable signal to savvy operations that an enemy attack has come.
So, playing one means that--while you are often considered to be better than the common man--you're on the level of a soldier with some basic augmentation, or at best on the level of a well-built Cyborg, or a Juicer or Crazy; far more common is a status akin to a Headhunter, in that a Sensitive possesses relevant skills and complimentary powers that augment performance significantly, but are not themselves a big game-changing presence in and of themselves (as Telepaths, Psycho-Kinetics, or certain Gishes can be). You're not a super-hero level presence, but instead a solid pillar of a team whose collective performance can approximate such individuals.
Saturday, August 2, 2014
Playing a Psychic in RIFTS, Part 7: Gishes
Taken from the Githyanki of Dungeons & Dragons, a Gish is an individual who blends some form of supernatural power usage with a mundane professional skillset to create a hybrid professional archetype. In RIFTS, we see this most obviously in the form of the Cyber-Knight and less so with the Operator (and an argument can be made for the Crazy, since so many are psychic), but the pattern holds: these Occupations blend psychic powers and professional skills into a hybrid that exploits the synergies between the two. To return to comparisons to Marvel or DC characters, we're now looking at characters such as Cable, Deadpool, Deathstroke, and others that are often supersoldiers; rarely, alas, do we get further than that in the comic world.
The way to approach a Gish is to remember that the whole is superior to the parts, and that means that a Gish is someone who spent considerable time prior to entering gameplay undergoing some form of training or apprenticeship wherein he not only learned both of these parts, but blended them together into a coherent and synergetic paradigm. Like the Psychokinetics and Telepaths, Gishes come to build their identity around their abilities; unlike those two, Gishes are made, not born, and therefore enjoy a stronger resilience psychologically when something happens to nullify one of those parts. A Cyber-Knight without his Psi-Sword and Sixth Sense is still a skilled warrior; he can pick up a Vibro-Sword and still make use of his swordsmanship skill, and technology (along with deep mastery of mundane skill) can compensate for his lost Sixth Sense. (Ditto with Psi-Warriors, Crazies, etc.) An Operator is still a competent engineer, mechanic, technician, and tinkerer without his Tele-Mechanics powers- other examples exist.
This means that you're playing someone who finds mundane people relatable, sometimes in a paternalistic manner and sometimes not, but rarely are we dealing with the disconnection of empathy that often happens with Psychokinetics and Telepaths. Yes, even if your man is Selfish or Evil, he still finds ordinary people relatable; he may regard them poorly, and see them as suckers to be fleeced or cattle to be herded or culled as needed, but the God Complex issue is rarely a problem because he remains fundamentally tied to ordinary people in a way that Psychokinetics, Telepaths, and other similarly-powerful archetypes often lack.
The other thing is that Gishes, due their training/apprenticeship background, appreciate the value of cooperation and teamwork due to having multiple perspectives built into that process. While they can, and some prefer, to work alone they rarely insist upon it as a routine matter; evil Selfish and Evil Gishes will cooperate with others to accomplish their goals, and appreciate deferred gratification sufficiently to think beyond right now and instead prioritize objectives such that they can delay or avoid betraying today's allies (Why do that? It reduces or eliminates needless complications; if you don't need to stab in the back to get your way, then don't- effective villains are not the proverbial Scorpion.)
So, if you want a more humanistic psychic character, look into playing some form of Gish. Ditto that if you want a psychic character who isn't wholly dependent upon his powers to be effective. The Cyber-Knight and Operator have their fans for very sound reasons, reasons that extend to all characters who blend power and prowess as they do. If you haven't, try one next time.
The way to approach a Gish is to remember that the whole is superior to the parts, and that means that a Gish is someone who spent considerable time prior to entering gameplay undergoing some form of training or apprenticeship wherein he not only learned both of these parts, but blended them together into a coherent and synergetic paradigm. Like the Psychokinetics and Telepaths, Gishes come to build their identity around their abilities; unlike those two, Gishes are made, not born, and therefore enjoy a stronger resilience psychologically when something happens to nullify one of those parts. A Cyber-Knight without his Psi-Sword and Sixth Sense is still a skilled warrior; he can pick up a Vibro-Sword and still make use of his swordsmanship skill, and technology (along with deep mastery of mundane skill) can compensate for his lost Sixth Sense. (Ditto with Psi-Warriors, Crazies, etc.) An Operator is still a competent engineer, mechanic, technician, and tinkerer without his Tele-Mechanics powers- other examples exist.
This means that you're playing someone who finds mundane people relatable, sometimes in a paternalistic manner and sometimes not, but rarely are we dealing with the disconnection of empathy that often happens with Psychokinetics and Telepaths. Yes, even if your man is Selfish or Evil, he still finds ordinary people relatable; he may regard them poorly, and see them as suckers to be fleeced or cattle to be herded or culled as needed, but the God Complex issue is rarely a problem because he remains fundamentally tied to ordinary people in a way that Psychokinetics, Telepaths, and other similarly-powerful archetypes often lack.
The other thing is that Gishes, due their training/apprenticeship background, appreciate the value of cooperation and teamwork due to having multiple perspectives built into that process. While they can, and some prefer, to work alone they rarely insist upon it as a routine matter; evil Selfish and Evil Gishes will cooperate with others to accomplish their goals, and appreciate deferred gratification sufficiently to think beyond right now and instead prioritize objectives such that they can delay or avoid betraying today's allies (Why do that? It reduces or eliminates needless complications; if you don't need to stab in the back to get your way, then don't- effective villains are not the proverbial Scorpion.)
So, if you want a more humanistic psychic character, look into playing some form of Gish. Ditto that if you want a psychic character who isn't wholly dependent upon his powers to be effective. The Cyber-Knight and Operator have their fans for very sound reasons, reasons that extend to all characters who blend power and prowess as they do. If you haven't, try one next time.
Labels:
augmentation,
campaign,
culture,
Palladium,
premise,
Rifts,
RPG,
setting,
supernatural
Saturday, July 26, 2014
Playing a Psychic in RIFTS, Part 6: Telepaths (and Related Folks)
The Mind Melter (and its Mind Mage counterpart in the fantasy game) are the most powerful psychics in the game, and they are so noted because they are powerful telepaths. In other media, the most obvious examples are Charles Xavier (X-Men) and Kimball Kinneson (Lensman). Other telepaths are not so potent, but often compensate with skill in application to make the most of more modest capability. In any event, telepaths (and similar sensitives) pose a challenge to any RIFTS campaign and this is a known issue with the game.
Playing a telepath means that your man possesses the power to violate the fundamental privacy of any individual entity, and likely the power to resist the same happening to your man. (Not assured, but you're a fool to not take some form of mind shielding if you can.) These powers, as usual, came in early- maybe even in utero. They're part of his perception of the environment around him, and as natural as his mundane senses (the "cocophony of voices" trope is bullshit; we easily learn to tune out background noise, which is what lots of people talking is, so telepaths will easily do the same with mental ones).
He'll reflexively use them by default, regardless of Alignment, and exploit the benefits gained by doing so: appear to be a genius, always able to manipulate social environments with ease, glad-hand anyone not psychic (or a savvy magic-user) with aplomb, and know what to do/say before it's needed. The first time he runs into someone able to block him, it'll be a defining moment in his life and you should note what that moment was (if it's happened before play begins; not guaranteed for the top-tier talents). Because there is no obvious power display for telepathy, telepaths can exist quietly within a community for years- even their entire lives. Their powers allow those with even a modicum of ambition to easily move into whatever position they desire, so long as there is nothing to oppose their doing so. Therefore, the Coalition propaganda against psychics is readily justified; it's also why the Inner Elite are where they are- that's how they got there.
What does this mean? It means that keeping information away from a telepath is nigh-impossible. The powerful ones can rummage through the minds of mundanes at range, with no obvious display of power, and acquire whatever information that they desire while the weaker ones incorporate varying degrees of mundane scamming skills to fill the gap; want passwords, blackmail material, confirmation of your suspicions, etc. well it's easy (if not trivial) to get it as a telepath. GMs need to work with this reality; the Coalition does it with a combination of very strict information control and active searching for unauthorized telepaths (i.e. not the Inner Elite or their approved lapdogs), Psyscape with a culture of shielding minds by default, and so on- with those that cannot or will not taking measures to protect themselves being easy prey for telepathic intrusion. (So most folks are helpless, and only proper nescience or ignorance will save them.)
It's hard to be a Xavier or Kinneson; you really do need to hone your discipline and carefully act upon what you learn. Being a more selfish or evil character is so much easier, but even good telepaths tend towards paternalism with regard to non-psychics; their powers are the norm of their frame of reference, so lacking the ability seems like being infantilized to a certain degree and the good ones act accordingly.
Playing a telepath means that your man possesses the power to violate the fundamental privacy of any individual entity, and likely the power to resist the same happening to your man. (Not assured, but you're a fool to not take some form of mind shielding if you can.) These powers, as usual, came in early- maybe even in utero. They're part of his perception of the environment around him, and as natural as his mundane senses (the "cocophony of voices" trope is bullshit; we easily learn to tune out background noise, which is what lots of people talking is, so telepaths will easily do the same with mental ones).
He'll reflexively use them by default, regardless of Alignment, and exploit the benefits gained by doing so: appear to be a genius, always able to manipulate social environments with ease, glad-hand anyone not psychic (or a savvy magic-user) with aplomb, and know what to do/say before it's needed. The first time he runs into someone able to block him, it'll be a defining moment in his life and you should note what that moment was (if it's happened before play begins; not guaranteed for the top-tier talents). Because there is no obvious power display for telepathy, telepaths can exist quietly within a community for years- even their entire lives. Their powers allow those with even a modicum of ambition to easily move into whatever position they desire, so long as there is nothing to oppose their doing so. Therefore, the Coalition propaganda against psychics is readily justified; it's also why the Inner Elite are where they are- that's how they got there.
What does this mean? It means that keeping information away from a telepath is nigh-impossible. The powerful ones can rummage through the minds of mundanes at range, with no obvious display of power, and acquire whatever information that they desire while the weaker ones incorporate varying degrees of mundane scamming skills to fill the gap; want passwords, blackmail material, confirmation of your suspicions, etc. well it's easy (if not trivial) to get it as a telepath. GMs need to work with this reality; the Coalition does it with a combination of very strict information control and active searching for unauthorized telepaths (i.e. not the Inner Elite or their approved lapdogs), Psyscape with a culture of shielding minds by default, and so on- with those that cannot or will not taking measures to protect themselves being easy prey for telepathic intrusion. (So most folks are helpless, and only proper nescience or ignorance will save them.)
It's hard to be a Xavier or Kinneson; you really do need to hone your discipline and carefully act upon what you learn. Being a more selfish or evil character is so much easier, but even good telepaths tend towards paternalism with regard to non-psychics; their powers are the norm of their frame of reference, so lacking the ability seems like being infantilized to a certain degree and the good ones act accordingly.
Saturday, July 19, 2014
Playing a Psychic in RIFTS, Part 5: Psychokinetics
In the core rulebook for RIFTS, we have the Burster. He is a psychokinetic Master Psychic that specializes in the control of and over fire. As we know from issue #19 of The Rifter, there are other psychokinetic manifestations; while these are all variations of the Burster, that's not relevant. What is relevant is that once you have one form of psychokinesis you're soon to have all of them.
A psychokinetic is a psychic whose powers involve the direct application of will to control and manipulate physical forces- and yes, fire counts. These powers are always at the upper tier of what Psychics are capable of, so they usually manifest early in life (e.g. Firestarter). Due the power involved, unless these youths have some adult guidance on hand (and that guidance isn't useless) those manifestation episodes often produce traumatic episodes which greatly shape the lives and fortunes (and personalities) of the emerging psychics.
Playing a psychokinetic, therefore, should account for that emergence episode; untreated trauma routinely opens the door for psychological damage and related issues which (in Palladium terms) often translate to Selfish and Evil Alignments. A Good-aligned psychokinetic can be counted upon to have the necessary nurturing and support at that critical time, allowing them to mature into a healthy individual without letting their power distort their perspective (as being a psychokinetic, while putting one well above ordinary men, hardly makes one a truly god-like entity).
Because psychokinetics come into their powers so early in life, and their powers are so potent and applicable, psychokinetics are people whose identity builds around their powers. Their self of who and what they are, their worth as individuals, is built upon being a psychokinetic much like a Cyber-Knight's identity is built around being a Cyber-Knight. Losing their very specific quality of being a psychokinetic, which they developed and honed at the cost of developing a mundane skillset, often results in severe loss of self-worth that can escalate into full-on collapse until either the powers are restored or a suitable substitute is found (and that is not easy for someone so potent as a psychokinetic).
So, putting it together, playing this sort of psychic is akin to being one of the more potent X-Men: your life, from the get-go, is about being psychic in a very specific manner. You think in terms of your powers, you identify in terms of your powers, and you've worked with them so much for so long that you don't have much in the way of mundane skills should you lose those powers. Such very narrow, but deep, expression of top-tier psychic powers that focus on the control and manipulation of physical phenomena creates an individual akin to Storm, Magneto, or others like them- regardless of Alignment, they will never see themselves as ordinary people, but instead as something else, and act accordingly.
(Note: While much of this can apply to Mind Melters, their breadth of powers seriously changes how they relate to and perceive their environment, and merits a separate post.)
A psychokinetic is a psychic whose powers involve the direct application of will to control and manipulate physical forces- and yes, fire counts. These powers are always at the upper tier of what Psychics are capable of, so they usually manifest early in life (e.g. Firestarter). Due the power involved, unless these youths have some adult guidance on hand (and that guidance isn't useless) those manifestation episodes often produce traumatic episodes which greatly shape the lives and fortunes (and personalities) of the emerging psychics.
Playing a psychokinetic, therefore, should account for that emergence episode; untreated trauma routinely opens the door for psychological damage and related issues which (in Palladium terms) often translate to Selfish and Evil Alignments. A Good-aligned psychokinetic can be counted upon to have the necessary nurturing and support at that critical time, allowing them to mature into a healthy individual without letting their power distort their perspective (as being a psychokinetic, while putting one well above ordinary men, hardly makes one a truly god-like entity).
Because psychokinetics come into their powers so early in life, and their powers are so potent and applicable, psychokinetics are people whose identity builds around their powers. Their self of who and what they are, their worth as individuals, is built upon being a psychokinetic much like a Cyber-Knight's identity is built around being a Cyber-Knight. Losing their very specific quality of being a psychokinetic, which they developed and honed at the cost of developing a mundane skillset, often results in severe loss of self-worth that can escalate into full-on collapse until either the powers are restored or a suitable substitute is found (and that is not easy for someone so potent as a psychokinetic).
So, putting it together, playing this sort of psychic is akin to being one of the more potent X-Men: your life, from the get-go, is about being psychic in a very specific manner. You think in terms of your powers, you identify in terms of your powers, and you've worked with them so much for so long that you don't have much in the way of mundane skills should you lose those powers. Such very narrow, but deep, expression of top-tier psychic powers that focus on the control and manipulation of physical phenomena creates an individual akin to Storm, Magneto, or others like them- regardless of Alignment, they will never see themselves as ordinary people, but instead as something else, and act accordingly.
(Note: While much of this can apply to Mind Melters, their breadth of powers seriously changes how they relate to and perceive their environment, and merits a separate post.)
Saturday, July 12, 2014
Playing a Psychic in RIFTS, Part 4: The Coming Psychic Archetype Series
Psychics, as with magic-users and other power-wielders, fall into a set of archetypes. This is due to the usefulness that these arrangements have compared to other possible arrangements; in short, both game design as well as logical natural selection trends would result in psychics manifesting along predictable patterns because those are the ones that do best over time within the many and various environments wherein psychics exist.
What will come in the next few weeks will be, as with the magic-users, an exploration of these archetypes. I will not be spending posts on entire Occupations, but rather making mention of them as they relate to the archetype of which they are an expression, so (learning from the magic-user series) I expect that this will be a much shorter series that is nonetheless more comprehensive in its scope and no less useful.
I will not arrange them along the minor-major-master array. They will be arranged in terms of notability. More than that strays into spoiler territory. See you next week.
What will come in the next few weeks will be, as with the magic-users, an exploration of these archetypes. I will not be spending posts on entire Occupations, but rather making mention of them as they relate to the archetype of which they are an expression, so (learning from the magic-user series) I expect that this will be a much shorter series that is nonetheless more comprehensive in its scope and no less useful.
I will not arrange them along the minor-major-master array. They will be arranged in terms of notability. More than that strays into spoiler territory. See you next week.
Subscribe to:
Posts (Atom)