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a / s t a t e f r e q u e n t l y a s k e d q u e s t i o n s So what is a/state about? The game is, essentially, about hope in
what is a very horrible, decaying, dying environment. People can play the game any way
they want, taking account of different styles, techniques, etc. The tag line 'The streets
take no prisoners' isn't really meant to be 'bad ass' or tough in any way, it's something
of an attempt to capture the harshness of the urban environment. Cities are tough,
uncompromising places, very 'apart' from the natural environment. In a/state, if you let
your guard down, there will always be someone ready to pull the rug out from under you.
This does not necessarily imply violence, merely the harshness and lack of sympathy which
the concrete and brick of The City have. But there is a hidden meaning as well, but I
can't say anything about that at the moment. Sorry to be secretive.
There will be a full, fairly extensive
adventure provided with the main rulebook. Currently entitled 'The Prescription', it
should be enough for 2 - 3 game sessions.
Strictly speaking, there are no 'noble' ranks within The City. That having been said, one of the macrocorps, Nakamura-Yebisu does operate on semi-feudal lines, with the high ranking individuals referred to (by the underlings) as Lord or Lady. Most burgh councils have representatives called burgesses. A burgess is essentially the same a councilor, representing the people of his/her ward. Some areas call them by different names (for example, the RCCR has Peoples Representatives). In the TCMA, the burgesses are the policy and decision making body, with the Mayor (currently Mayor Hardgadley) as their head. There is a certain amount of graft, corruption and gerrymandering (quite a lot actually) within the system, with influence, votes and decisions being bought and sold to the highest bidder.
The art for the full version of the game contain far more images of 'regular' people. In addition (and quite handily, given your question) the next Mire End Tribune will have an article (already written) on clothing in The City. Also, your assessment of fashion having a 'neo-Victorian' feel is quite correct.
For example would you find arrogant young executives trading away ten years of their lives in return for a nasty accident befalling one of their rivals in seedy underground clip-joints? Well, to the average person on the streets, and arrogant young macrocorp executive who had access to macrocorp medicine and certain bioscience would appear to be un-aging. The macrocorps can and do use such things to extend the lives of some of their 'citizens'. As Arthur C Clarke said "Any sufficiently advanced technology is indistinguishable from magic." and I suppose the corollary to this would be that any sufficiently advanced technology would be indistinguishable from the supernatural. However, this having been said, please do feel free to make of a/state what you will. If you want it to have a more overtly supernatural element, then feel free. As I've always maintained, the mysteries behind the game can be resolved in different ways by different GMs. If an individual GM desires certain events to be explained by supernatural goings on, then that's fine by me. But to answer your initial query, there isn't any "Picture of Dorian Gray" method that a thrusting young executive could use to gain eternal youth!
KULT with its Metropolis, SLA Industries, Obsidian, (Judge Dredd,) a/state. Is "urban" horror perhaps a sub-genre of its own? Why? Very interesting question. I feel I might need to put on my little-used and somewhat dusty pseudo-academic hat here! The city is, perhaps, the very symbol of modernity, despite it's ancient origins. Their very harshness, being almost directly opposite the concept of 'nature' gives them an 'alienness' which is in itself horrifying. For my own part, I find the organisation, history and development of the city very interesting. In part this stems from my academic qualifications (history and sociology) and in part from a general fascination with the urban environment. In many ways, a/state originated from seeing the different historical eras, architectural styles, cultures and so on which a piled on top of each other in a city (I was in London at the time I started thinking about it). For all of us, I think, there is something un-nerving about walking down a poorly lit, narrow alley at midnight in the middle of a strange city. Hence, where horror stems from the unknown, the city provides an ideal environment in which to emphasise and amplify this horror. Looking at Kult, Metropolis is in many ways the horrific epitome of the urban/machine age. The worst parts of the urban experience are present, from the maddeningly complex structure to the omnipresent but at times obscure technology. In a/state, The City is very much another character in the story. Rather than simply, as you said, being a locale, it must be interacted with in the manner you would with a living entity. As for urban horror being a sub-genre of it's own, I'm not too sure of that, but it does indeed form a big part of many 'weird fiction' settings. From literature we have China Mieville's New Crobuzon, Mervyn Peake's Gormenghast (while not technically a city, the gigantic scale of the castle qualifies it in this regard), The City (damn, he called it that too!) of Michael Marshall Smith's 'Only Forward', , Brian Aldiss's Malachia and so on. So many of us are familiar with the urban experience that it is easy to take this familiarity and give it a twist of the surreal or strange, therefore introducing an element of the unknown, which essentially forms the major component of all horror.
Secondly: Yes, some of the names in a/state are German or German-derived. Fundamentally, this is because they sounded way cooler than their English-language equivalents! I felt that using German words would make them sound more 'unusual'. Of course, they won't sound unusual to German speakers, they'll just think "What on earth is he playing at?" In addition, the three languages in The City are structurally similar to English, German and French. Provides something of an easy reference point for working out stuff. |
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