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I am, but I don't have the rulebook so I'd really need to be walked through character creation.
Still interested, and my schedule is generally pretty free next month. I'll see about creating a character, but I would like to ask if you have any campaign details/setting that you think we should be aware of before we make our characters. Like, how did the party meet, what their main objectives are, etc.
the basic rulebook (at least for character creation) it's on the page dude The Orpheus ProtocolI am, but I don't have the rulebook so I'd really need to be walked through character creation.
the basic rulebook (at least for character creation) it's on the page dude The Orpheus Protocol
At least personally, that's made it difficult for me to invest. This is a weird new thing, and there's just not really been a clear pitch to latch onto. I don't watch podcasts, so the suggestion to watch the show didn't really appeal. Even the rulebook doesn't have a setting section, bizarrely. So it's just vague urban fantasy, spy, and (apparently?) cosmic horror vibes. Going straight toward character creation before figuring out the campaign also seems...Difficult? So far the clearest description and pitch has been from this Rob Stith interview which seems pretty cool? But we might not be doing that, so...🤷♂️As stated before, I do not have anything as this was just to see who's interested. My plan for such things was to discuss amongst the group and determine what you guys want to play.
Let's go back to this. That's a decent adventure, I guess? I do find investigations can be risky for games but it's a classic set-up, decent variety of activities going on. But...not really what I was getting back at, I think?Let me see if I have a sense of what you'd like. We could do a limited-scale game focused on a small town, a business complex, or a get-together at a wealthy man's country estate, any of which would give us prime real-estate for deep social encounters and person-to-person exploration, with underlying evils waiting to be brought to light. The framing event could be a murder mystery, a meeting to have a Last Will and Testament read, or the host's wicked scheme to expose the sins of every invited guest...just as a few examples. How'd I do?
Alright, I've got a general concept for the character I'm thinking about making. Cyborg/Soldier with a Melee Combat tilt, with the concept of the character being a reverse cyborg, where they were a robot who was modified with human parts rather than a human with robot parts, probably in a highly questionably ethical attempt at creating an artificial soldier without having to deal with the fact that humans don't adapt very well to having too many robot parts.
That being said, I'm hesitant to actually get to creating a full sheet without knowing what the campaign setting is, since the Bonds/Motivations sections seems like it'd heavily depend on the context of the campaign.
At least personally, that's made it difficult for me to invest. This is a weird new thing, and there's just not really been a clear pitch to latch onto. I don't watch podcasts, so the suggestion to watch the show didn't really appeal. Even the rulebook doesn't have a setting section, bizarrely.
I was considering adapting an idea from a novel I was working on for my PC, since the game's set in the 2000s. 'Rook', who'd probably fall under the Vampire Thrall/Soldier archetypes. Former US Army, served as a logistics driver in Afganistan before being turned by a vampire looking for a competent fighter. Splits her own way, working as a mercenary, joins up with Orpheus Protocol for the money or survival or...something?
Let's go back to this. That's a decent adventure, I guess? I do find investigations can be risky for games but it's a classic set-up, decent variety of activities going on. But...not really what I was getting back at, I think?
1. Part of an Organization. I like feeling like I'm part of a bigger world, and being a part of an organization appeals to that part of my brain. To make a comparison, being a member of the Inquisition in Dark Heresy appeals to me more than being random mercenaries hired on a job*. Or for a deeper cut, in the Nocturne video game, the glimpses of the Spookhouse organization, like when you're back at base or working with a partner draw me in more than if the protagonist was a lone anti-hero.
*I've done 'random mercenaries in the underhive' games before, but that was very focused on exploring underhive culture and making the world bigger that way.
2. Paramilitary and spy themes. I like urban fantasy stuff, but the usual 'occult detective' stuff is pretty meh to me, or just being a bunch of backbiters like in a lot of VTM games. But I like my tacticool, and it's fresh.
3. Eclectic cast. I like my variety. Having a vampire amid a group of non-vampires seems more interesting to me than everyone being the same. I expect it allows a deeper dive into a lot of themes than could otherwise be done if everyone had similar issues.
5. Horror, not weakness. I like the aspect, from the interviews, of dealing with horror without just being powerless. I've always preferred my Dead Spaces to my Amnesias, to draw a comparison.
6. Tactical combat, and stuff besides combat? I like combat that's dynamic-a rarity in the market. I also like seeing actual rules for things besides combat, even if I haven't dug into them.
I guess if we're just...Trying to figure out what people like, I guess I'll spitball some. These are just things I do for my own stuff-As I said before, I enjoyed Hellsing, with its over the top insanity which the following list is...not.
Honestly after reading the rules a bit more I was planning to run a Werewolf/Hero character, but why dont we discuss the setting first?
If I had to vote I would like a 'broken masquerade' one, leading to the partial collapse of civilization where cities turn hostile towards each other (Less focus on investigation and more on survival), maybe as a mercenaries or as members of a city trying to survive, I dunno. But I am okay with playing other campaigns as well if anyone has other ideas.
Loosely, honestly I considered have the character being Werewolf/True Faith combination as a reference to that guy who claimed he was a part of a secret werewolf order under god guidance but I found the Hero Archetype more compelling.Werewolf/Hero is a delightful combination, and can fit well into just about anything. Are you familiar with the lore of Cu Chulainn?
Loosely, honestly I considered have the character being Werewolf/True Faith combination as a reference to that guy who claimed he was a part of a secret werewolf order under god guidance but I found the Hero Archetype more compelling.
I also had an idea for another character but honestly it was a little weird.
The setting thing is a sticking issue, yeah, and part of what makes this difficult. I've played around with my fair share of broken masquerade games, but I'm not super big on survival (Well, survival horror maybe, but that's a different story) and post-apocalyptic games aren't my thing. I do enjoy post-post apocalypse stuff like Fallout: New Vegas or Fragged Empire where civilization has partially rebuilt but that's another kettle of fish.Honestly after reading the rules a bit more I was planning to run a Werewolf/Hero character, but why dont we discuss the setting first?
If I had to vote I would like a 'broken masquerade' one, leading to the partial collapse of civilization where cities turn hostile towards each other (Less focus on investigation and more on survival), maybe as a mercenaries or as members of a city trying to survive, I dunno. But I am okay with playing other campaigns as well if anyone has other ideas.
Fun fact: A Werewolf/True Faith combo has historic precedent. Thiess of Kaltenbrun was inspiration for a 'Hounds of God' organization in my own urban fantasy setting.Loosely, honestly I considered have the character being Werewolf/True Faith combination as a reference to that guy who claimed he was a part of a secret werewolf order under god guidance but I found the Hero Archetype more compelling.
Putting aside the merits and drawbacks of that approach...I think there needs to be a focus on what the setting is actually gonna be at this point. There's been a lot of dancing around it and concern and confusion, and I don't think the game will get anywhere if that isn't locked down soon.The system is primarily intended for a combination of "testing human resolve" and "inter-departmental intrigue" with an overall presence of spy thriller/occult thriller. However, it is intended to be flexible to a wider variety of uses, which is why everything you two have suggested is viable.
Sorry, I'm a little confused, 'you two'? I'm not sure if that's a typo or not...I would not prefer being more of an outside actor.We may not be playing with the Orpheus organization proper, since it looks like you two would prefer to be more of outside actors. Other than that, I'm really resonating with what you wrote here.
Not really to be honest. They all sound basically fine. I'm neither hot nor cold. They're...Pretty standard horror-mystery set-ups, so it's hard to get excited in themselves but they're not objectionable either.The "this" in question being a limited-scale game focused on a small town, a business complex, or a get-together at a wealthy man's country estate; with the framing event being something like: a murder mystery, a meeting to have a Last Will and Testament read, or the host's wicked scheme to expose the sins of every invited guest. Any particular leaning into one or more of those descriptors?
Hrm...I wouldn't really use the word 'intrigue' for what drew me, per say. That suggests digging into organization secrets or infighting, which isn't really what I meant? It's more being part of a bigger whole. A few ideas off the top of my head...Complaining about the coffee in the Illuminati Central break room is dirt cheap before the boss briefs you, an NPC sniper overwatching the party telling you there's two guards between you and the macguffin, another cell apprehending a cult leader for you but reporting the unholy artifact wasn't on him, a QRF force fast roping in through the sky light to keep the cultists off your back while you deal with the ritual, or sharing a cigarette with Steve from Bravo team as he shares rumors he's heard about Orpheus trying to negotiate with a rival group...It will be challenging for me to put this into our game, since I'm getting strong signals that digging into the intrigue of a shadow corporation isn't the vibe we're going for. We can definitely work it into your background, at least.
Ah, shame, I was a little excited when I saw the dedicated section on social stuff. But not unexpected. Even my favorite system kinda...Doesn't really do anything outside of combat super well. Doesn't stop non-combat from being a lot of fun.There's not a great depth to Orpheus' non-combat stuff, tragically, but I have plenty of ideas from the podcast and my own ingenuity. You'll not starve for fun outside combat.
Yeah, the classic 'rocks fall, everyone dies': I've never been in one before but it can sometimes pop up in cosmic horror stuff so probably worth bringing up. Happy to not see it, for sure.Yes, I do not intend to engage in instant death. The game isn't really built for that, either; at least not for player characters. There's no enjoyment to be found from "rocks fall, everyone dies." I've run games in the full spectrum from utter gritty realism to abject surrealism, so I know what you mean, and I am prepared to avoid the trevails of going too hard on realism. It'll be a challenge to get cultural exploration going in full, given the limited scope we've got in mind, but I'm up for the challenge. The Humanity part is baked in, so we won't have issues there, I don't think. Low stakes will definitely pan out fine. I'm very comfortable setting up a deep, rich story in a small area, with limited NPCs. Depending how long we play, it may get grander, but we can also end our current game and start a new one if grand is what we want, later on.
I've always been more interested in exploring culture and personal stories than saving the world or high level political stuff. I like games where the players are party of an organization, as it tends to ground them in the world more. Plus I do have a fondness for being 'tacticool' and all. I like action and especially socializing, and have a fondness for horror. Investigation can be interesting and is a good fit for urban fantasy, but I find many players aren't very good at it.
You're confusing the organization and the people inside the organization. The US President and Private John Doe are both technically speaking, a part of the same organization (the United States military), but only one of them is dealing in deep politics or world-saving (From nuclear warfare, rather than eldritch abominations).The first line of the quoted section is most of why I thought you weren't interested in being part of Orpheus, along with getting you and someone else mixed up. But even in that paragraph I see a confusing contradiction. You like being part of an organization, but you'd prefer not to do world-saving and high level political; that's not a combo that works in standard Orpheus proper. It is an organization, and it tends to truck in world-saving and deep politics.
You're confusing the organization and the people inside the organization. The US President and Private John Doe are both technically speaking, a part of the same organization (the United States military), but only one of them is dealing in deep politics or world-saving (From nuclear warfare, rather than eldritch abominations).
Compare the SCP foundation. Whilst there's a (Frankly ridiculous) number of apocalyptic threats, your average Foundation MTF team or investigation is stuff like 'Poke the haunted house' or 'shoot the murder chickens'. Or for an example I've played, with the Inquisition from Dark Heresy, whilst the Inquisition itself often saves world or engages in deep political intrigue, the average cell of acolytes is investigating smuggling rings in esoteric artifacts, shutting down bizarre human modification projects, or poking at a servitor factory that's gone rogue.
Yah that was the guy I was referencing.Fun fact: A Werewolf/True Faith combo has historic precedent. Thiess of Kaltenbrun was inspiration for a 'Hounds of God' organization in my own urban fantasy setting.
Hah. Well, good taste then.
I'm sorry, but I'm not really following. Low-stakes =/= boring. Investigating an esoteric smuggling ring, performing recon on a haunted house, ect. are all significantly less boring to me than stopping the ritual to summon the world-ending apocalypse for the nth time. Neither 'busting up eldritch drug dens' or 'navigating red tape' sound particularly high-stakes to me either, aside from the random 'potentially apocalyptic' in there.You are and aren't wrong there. Where Orpheus is concerned, you spend about 50/50 time either busting up an eldritch drug den, or trying to navigate red tape and the potentially apocalyptic corruption of your superiors. The only people in the org with somewhat boring lives are like grunt-level research analysts.
I feel like there's some conflation with an adventure with a setting going around. I mean, I guess there's settings focused on weird towns full of supernatural things in fiction, like...Iunno, Gravity Falls? Or where everyone is secretly a vampire and such.
I definitely agree with preferring low stakes adventures like investigating a small town or manor or whatever like was previously discussed. I think the GM mentioned adapting the official adventures at some point, and depending on how high scale those get, I could maybe get behind that. But setting wise...Well I've listed what I like. And I'd like to be working with the Orpheus Protocol or similar paramilitary but good intentioned (?) shadowy conspiracy.
I guess I could maybe swing the post-masquerade world Teyao suggested earlier, but I already mentioned my reservations there.
Edit: Maybe a poll or questionnaire should be done at this point.
I'm sorry, but I'm not really following. Low-stakes =/= boring. Investigating an esoteric smuggling ring, performing recon on a haunted house, ect. are all significantly less boring to me than stopping the ritual to summon the world-ending apocalypse for the nth time. Neither 'busting up eldritch drug dens' or 'navigating red tape' sound particularly high-stakes to me either, aside from the random 'potentially apocalyptic' in there.
Why is it potentially apocalyptic? And if Orpheus Protocol agents are dealing with the apocalypse half(?) the time, that seems a little hard to take seriously. The apocalypse only has to get lucky once. If you have only ten teams world wide, and half are dealing with the apocalypse, that's 5 apocalypses simultaneously. That sounds...Kinda banal, honestly?
Even if the apocalypse is an every Tuesday event for Orpheus agents by default, you have been saying things were flexible, no?
Well, if we're working the small town angle, there's a few ways to go about it, depending on how close you wanna cleave to the original content.
The closest example to the "normal" content for the setting would be that there's been some signs of spooky activity in a small town, and the team gets sent in to investigate. If you want a twist, I'd say lean into the mystery angle.
Shortly after the team arrives, spooky shit happens, and suddenly nobody can leave the town, and the PC's have to work with the townsfolk to figure out what the fuck happened, and how to get rid of it, with the clock ticking.
Now, if you're willing to go a bit further off the beaten path, have the team be sent in for a long-term infiltration, where they have to pose as residents of the town, as there's suspicion that the entire town has become a haven for the occult. Turns it, the town is in fact a haven for the occult... but only a very small number of them are actually threatening, and the PCs have to work out who, if anyone, is actually dangerous... and what to do with the information they've learned.
Well, if we're working the small town angle, there's a few ways to go about it, depending on how close you wanna cleave to the original content.
The closest example to the "normal" content for the setting would be that there's been some signs of spooky activity in a small town, and the team gets sent in to investigate. If you want a twist, I'd say lean into the mystery angle.
Shortly after the team arrives, spooky shit happens, and suddenly nobody can leave the town, and the PC's have to work with the townsfolk to figure out what the fuck happened, and how to get rid of it, with the clock ticking.
Now, if you're willing to go a bit further off the beaten path, have the team be sent in for a long-term infiltration, where they have to pose as residents of the town, as there's suspicion that the entire town has become a haven for the occult. Turns it, the town is in fact a haven for the occult... but only a very small number of them are actually threatening, and the PCs have to work out who, if anyone, is actually dangerous... and what to do with the information they've learned.
Both sound pretty decent. I think I like the sound of the first a bit more. A bit more intense, I feel, and I like the idea of having to partner with locals. I'm not sure how I feel about the long-term infiltration.Alright, I'll sum that up as:
Option 1. One or more ORPHEUS operatives are sent in as a cell to investigate anomalous activity, meeting up with whoever among you is an outside contractor (if any). Once there, things gradually go sideways, and the town becomes all entrance, no exit. The Cell, assistants, and innocent locals must collaborate toward a way out of this mess.
Option 2. ORPHEUS agents are sent in to embed themselves, ingratiate themselves to the community, and uncover occult activities. While there, they start to see the inhabitants are not as intel made them seem. The Cell must reinvent the plan, and make good on the investment they have put into this place.
Does anyone have other suggestions? And how do you feel about these?
Does it really pop up that much, actually? Off the top of my head I only recall a few obscure webcomics and movies, and Gravity Falls.I'm all for doing a "small town full of weird" but it toes the line of being real tired, so we'd need to put our heads together and make it a fresh take on the concept.
Ah, mea culpa. Misinterpreted this bit from the OP: " I am a long-time fan of a freshly released system called Orpheus Protocol -- been following the canon story in its podcast form for a few years -- and I'd like to mildly adapt it for use here, in a PbP format." I thought that the adapting bit meant the canon story. Think it's called subject-object confusion or something?I don't recall saying I intend to adapt the podcast's content. There are elements of canon I might incorporate, but not heavily. We can definitely have you (at least) be doing Orpheus work, whether or not your soon-to-be friends are. In the standard setting, Orpheus does not have true competition. They are working to monopolize their niche in the occult market.
More than fair. I enjoy a bit of post-masquerade stuff myself, but generally prefer an extant masquerade.I'm not real interested in a chaotic monsters-everywhere world, nor post-apocalypse. A lot of the allure for me is these things slithering beneath the surface of a world people think is (relatively) safe to live in.
Explanation's kind of a non-sequitur? You brought up those 'boring' guys in relation to me talking about low-stakes organizational play, so I clarified that 'boring' is not what I meant by low-stakes organizational play.By "boring," I meant that they're not on assignment fighting monsters and witnessing reality-rending madness in their day-to-day. Working for Orpheus is never boring.
Uhhh, I mean I never watched the X-Files but....Rob Stith is the developer and GM of Orpheus Protocol, right? Because he literally uses X-Files as part of his setting pitch from an interview I read? <+RobStith> So a common elevator pitch for The ORPHEUS Protocol I've used is "What if the X-Files were investigated by the X-Men?"The higher up a person is in the organization, the more prone they are to tapping into things they shouldn't. Really, really shouldn't. Ultimately though, "the apocalypse only has to get lucky once" is kinda the point, so if you're that put-off by it, I don't think this is going to be for you. Not every single assignment is going to be a literal "the world is ending" scenario, but the stakes of these assignments aren't really X-Files or Warehouse 13 shit. You tend to be busting up cults welcoming horrors into our reality, or shutting down illicit trades empowering a business magnate with reality-warping intent, things like that. There's a degree of flexibility, but if you don't want Vampires, you don't play the Masquerade, you know what I mean?
Does it really pop up that much, actually? Off the top of my head I only recall a few obscure webcomics and movies, and Gravity Falls.
Though, yeah, I don't really vibe with it.
Ah, mea culpa. Misinterpreted this bit from the OP: " I am a long-time fan of a freshly released system called Orpheus Protocol -- been following the canon story in its podcast form for a few years -- and I'd like to mildly adapt it for use here, in a PbP format." I thought that the adapting bit meant the canon story. Think it's called subject-object confusion or something?
I'm just not personally interested in stopping Cthulthu from waking up.
Uhhh, I mean I never watched the X-Files but....Rob Stith is the developer and GM of Orpheus Protocol, right? Because he literally uses X-Files as part of his setting pitch from an interview I read? <+RobStith> So a common elevator pitch for The ORPHEUS Protocol I've used is "What if the X-Files were investigated by the X-Men?"