OctarineShrike
Avatar of Mandos
I doubt it. This isn't, "A book about crossovers." it is however "A specific chronicle that's crossover focused."
Besides, nWoD stuff is already fairly easy to do crossover with. (Mages are likely to run roughshod over everyone else, especially any particularly powerful ones, but such is the difference in power and ability between a mage and basically everyone else.)
I guess it's a question of what's in this chapter. I know mechanically speaking crossovers are supposed to be easy and Demons/Mummies/Mages Curbstomp everyone else but what about worldbuilding implications (How might the existence of Y effect Culture X, and what if you add Culture Z to the mix?) and areas of thematic overlap worth considering?
Chapters include:
- The Sworn and the False - Your playable factions in the Contagion Chronicle
- The Vectors - Powers available to the Sworn and False
- Plagues, Interstitial and Otherwise - A history of Contagion and how the different factions formed
- Storytelling - Thorough, accessible advice on running your crossover chronicles
- Five chapters of Contagious fiction
- Outbreak Sites - A rich campaign setting spanning all seven continents and providing 12 different playable settings from Odense to Edinburgh, San Francisco to New Zealand, and Kyoto to Antarctica
Like... I don't know, I did some thinking about potential themes for a Mage/Demon/Geist/Changeling/Deviant fused world and this is what I came up with. Maybe it's combinatorial hell/unlikely but I'm still curious if they have any advice on this sort of thing.
1. Gnosticism(The God Machine, The Exarchs, etc.)
2. The Oppressive and hidden systems of the world/Fighting the Power(God Machine Infrastructure oppresses people. The Geist 2e underworld is hungry/unpleasant/oppressive. The Seers/Exarchs are oppressive. The Summer Court likes to take the fight to the Fae, and most Deviants want revenge)
3. People as Commodities/Self Determination(You've got conspiracies abducting people to make deviants, the True Fae abducting people, the Seers trying to make the world dehumanizing and the God Machine's Infrastructure helping the process(Edit: Extending on this, you've got reapers abducting ghosts to the underworld and I've heard people who worked out how to eat ghosts may be one of the antagonists in Geist 2e.))
4. Rampant weird technology(The God Machine Exists, Deviants can make themselves Deviants accidentally)
5. The world is as beautiful as it is terrifying(Changeling is part of the setting so there should be some beauty in the world in spite of the terror to fit with thematics)
6. Pervasive Symbolism/Secrets within secrets(Mage and the World of Darkness in general)
7. A little knowledge can be a dangerous thing(Mage and the World of Darkness in general)
8. The World is Fucking Weird, seek it and it will find you(The World of Darkness in general, combined with my fondness for Welcome to Nightvale)
9. Moral Compromise(Demons, However far Deviants are willing to go for revenge, the Guardians of the Veil being necessary evils so nobody else gets sullied, the corrupting influence of power in general in the setting)
10. No one is in Control(I liked Welcome to Nightvale with its systems of things that just happen with no apparent input from anybody and it seemed like a reasonably respectful way to look at a fused world, Moloch is probably even worse in the World of Darkness, the interplay of the Seers/God Machine/Wyrd leads to something surreal)
11. Dread/Paranoia(The Seers, the God Machine, The Fae, the world in general)
12. Being Supernatural can be a very isolating experience(A sizable chunk of the supernatural community sees things nobody else does and is hunted by somebody, Changelings and Demons have significant trust issues)
13. Cults(Geist has cults, Deviant conspiracies can be cults, Demons can have cults, Mage organizations sponsor cults as fronts if I remember right.)
14. Body Snatchers(Fetches and Demonic Covers)
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