View Full Version : anybody use Wyrd characters in your RPGs?
thetang22
07-02-2008, 12:07 PM
I was wondering if anybody used Wyrd characters in their RPGs, not just the models....but the fluff as well. I'm just wondering if people have adapted the Wyrd world and characters into another rpg system yet, and if so...what characters were focused on and what themes/stories played out?
I'm tempted a little bit myself to do such, but might wait until Malifaux comes out to get more official fluff to go by. I must confess that if I did I would probably go the traditional route and utilize some of the more iconic figures as the main character(s), like Viktoria or Ramos. I don't think I would want the Guild to be the "good guys" necessarily, because there seems to be just a little bit too much corruption going on in there.
The alliances in this game really do have me a bit stumped as for who the good and bad are. Those lines are pretty well defined in other games, but a little less so in this one. I think the Guild are supposed to look like the "good guys" until you really get into the deeper fluff. I just assumed they were until I read the Wyrd E-Zine, and it showed them as being manipulative and corrupt (such as a lot of big powerful organizations in the real world). The Neverborn seem like pretty obvious "bad guys." The Resurrectionists seem like they are meant to fit the "bad guy" form, but without much fluff to go buy other than Seamus' story, I would almost label them as neutral - but looking out for their own gain. The Arcanists have about the least fluff to go by from what I can tell, but judging from the overall look of the characters, I would put them smack dab in the middle (neutral). Some Arcanists look more good than bad and vice versa. The come off to me as being more idealistic than the Resurrectionists, so I would almost put them more towards being "good guys" than not.
supervike
07-02-2008, 01:01 PM
I think the fluff and character development would lead intos a RPG quite easily. Even for a skirmish game, the 'backstory' is quite developed.
Of course, I'm the type of guy who thinks it is the FLUFF that makes the mini, not just the sculpt....
Moavoamoatu
07-02-2008, 01:15 PM
They would be great for Deadlands.
Hinton
07-02-2008, 01:42 PM
The alliances in this game really do have me a bit stumped as for who the good and bad are. Those lines are pretty well defined in other games, but a little less so in this one. I think the Guild are supposed to look like the "good guys" until you really get into the deeper fluff. I just assumed they were until I read the Wyrd E-Zine, and it showed them as being manipulative and corrupt (such as a lot of big powerful organizations in the real world). The Neverborn seem like pretty obvious "bad guys." The Resurrectionists seem like they are meant to fit the "bad guy" form, but without much fluff to go buy other than Seamus' story, I would almost label them as neutral - but looking out for their own gain. The Arcanists have about the least fluff to go by from what I can tell, but judging from the overall look of the characters, I would put them smack dab in the middle (neutral). Some Arcanists look more good than bad and vice versa. The come off to me as being more idealistic than the Resurrectionists, so I would almost put them more towards being "good guys" than not.
That's what I like about the Malifaux universe: there aren't definite "good" and "bad" guys. Everyone is pretty much like you desribed in that they are looking out for themselves. All of the factions have something, some motivation, driving them that will start to reveal itself through the fluff and fiction.
I've often wondered if a Malifaux RPG might be in the works sometime down the road, perhaps after the skirmish game has taken off. I think the setting could certainly support it.
You don't necessarily need to play "good" guys; you could always have some of the "evil" characters going after some goal or enemy.
Frustrated Father
07-02-2008, 02:02 PM
We've actually played around with the idea of possibly working everything into a roleplaying game one of these days but as with everything, that is for the future after we go ahead and solidify what we're doing now. Too many irons in the fire and all that.
As for good and bad, that is something with Malifaux that we discussed early on as I didn't want black and white, but varying shades of gray. There is very little overt kindness in Malifaux as it is seen as a weakness by many and brings out the predator in some. There is certainly more shades of black than white.
There are 'good' guys, but it is more individuals than as a group, as each of the factions are more of an ideology and goals vs. an overall outlook.
The Guild is most assuredly not the 'good' guys and is a solid example that power corrupts. They are in charge though their power is slipping some now that access to a renewing source of power has been returned and they aren't able to completely dominate the situation, which if anything else, has forced them to become even more brutal in their dominion. That said though, how much worse could things be without them, as they do keep the peace, look after the citizens and businesses that tow the party line and keep a decent standard of living for many as well as provide protection from the various elements and entities that are interested in harming humanity.
The Arcanists are basically your anarchists and subversive movement. They are seen as the 'good guys' amongst many of the population of Malifaux as they 'stick it to the man' and pull off daring and dangerous heists within the system and are oddly enough seen almost in a Robin Hood type manner, and that is most assuredly the point with several of them (Ramos being key amongst them). But like any group suddenly given power, there are just as many bad apples in amongst the lot as well (Rasputina being a major one). The Arcanists are the practitioners which weren't allowed access to Soulstones while earthside, or their power didn't manifest until in Malifaux because of the low ebb of magic back home, but once here found their powers growing, developing, or sought out the knowledge. Think of it, if you took a 100 people from various cultures as well as social and economic circles, and they were allowed to develop magical powers, often of varying types and degrees, what would these people do? That's the real question with the Arcanists - they amongst all of the factions are the most loosely based and ill defined. They will certainly band together in order to oppose the Guild or any others that threaten them but just as quickly will disperse and go their own ways after it is met. Many of them are out just for themselves, or have found access to lore and knowledge and are jealously guarding it. When practitioners of all sorts have been oppressed and or disposed of by the Guild for not following their ways, it is no wonder that some go sick with power and dreams when they have the means.
Resurrectionists are one of the more visual factions that almost universally all will say is bad or evil. Their magic and their talents were completely alien and unknown on earthside and it wasn't until the exploration and exploitation of Malifaux that the ways of the necromancer were discovered. Quite frankly, they scare the crap out of everyone as they are the unknown element and the fact that these individuals can raise the dead and work darker magics is enough to give any pause. It doesn't help in the least bit that most of the Resurrectionists are quite insane and that there seems to be a driving intelligence behind the actions of the very individual and independent practitioners of this dark magic.
The Neverborn are another that can most assuredly be said to be outright evil, though that having been said, there are instances of these alien creatures, myths and legends of humanity helping or saving individuals. It is rare and more often than not it is thought to be the ramblings of some mad individual as everyone knows that the Neverborn would sooner gut you than look at you ... which for the most part is absolutely correct. The Neverborn have their own agendas and driving needs which unfortunately for humanity in general, involves them in one sort or another at times. More than a few individuals in Malifaux have gained knowledge or power through the mechanization of individual Neverborn and some use these humans as cats paws and seekers. For what? They aren't saying.
Mercenaries themselves aren't so much a faction but a group which is drawn upon by so many others as a resource in order to further their own goals. These individuals or small groups are usually hardened, dangerous, blood thirsty and greedy. Blood and Coin, that is all that matters. Naturally there are those are worse than others, there are the professionals, and then there are the psychopaths. Some have more discerning tastes and will only work with certain groups, others will take coin and payment from anyone as long as they can meet the price. There is a movement within the Mercenaries to organize a bit more, and that is led by the rather ruthless Leviticus who is bringing his powers of magic and his brilliant mind to focus on carving out a power structure for himself and leaving a bloody trail of bodies in his wake.
Hope that helps you some with what is going on. You'll get more out of the Wyrd Chronicles and the like that we're publishing though, and in a much better format than me rambling here. Matter of fact, next issue of Wyrd Chronicles which will be out shortly focuses on the Guild and Resurrectionists.
thetang22
07-02-2008, 05:27 PM
Thanks Nathan, thats a fantastic little teaser of fluff you just gave us there. It definitely helps a lot in understanding what the people of Malifaux are all about. I have to say that I am even more intrigued by the Arcanists now after that bit of info. I've been very anxious to see what group members form up for Ramos, but I've been equally interested in Rasputina, especially after you mention her being wicked :)
Again, thanks for the fluff!
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