If ravers were fantasy gamers, they'd probably play Magic: The Gathering. And if fantasy gamers were ravers, they'd probably be camped outside the computer department of the nearest Walmart waiting for Final Fantasy: The Movie: The Game to come out.
But for you fantasy gamers who aren't ravers (and I assume you aren't--after all, not all of rave culture is full of geeky Otakus fighting to free the Forgotton Realms), you might like to breeze through the rules here to create your own campaign of drugged out, electronic debauchery.
There are ten chapters in the raver RPG that sequentially take you through the process of creating a character, equipping him, and taking him raving. I deliberately left out picky details like hit tables and dice rolls because they're not really important This might actually work!!! Just assume normal AD&D rules apply to anything I missed.
(note: male pronouns are used throughout this guide to avoid the awkwardness of saying he/she all the time. Whenever used, assume the reverse as well)
1. Player Character Abilities
Pretty self explanatory: This explains the fields in which you generate your character's ability scores and proficiencies in different situations during the game.
2. Player Character Cliques
Who is your character? Which particular subsect of rave culture does he like to dwell in? Learn each cliques advantages and disadvantages.
3. Player Character Professions
What does your character do? What is he good at? Are raves a business for him, or strictly pleasure? Read about the professions here, and choose the path your character wants to take.
4. Alignment
What is your character's moral outlook? Are they plurry? Bitter? Jaded? Are they all about the vibe, or do they hate the rest of the scene? Decide your character's ethical standards accordingly.
5. Skills
Does your character have any acquired proficiencies that they, say, picked up from before they were a raver? Choose your characters 1337 skills here.
6. Money and Equipment
You can't just go to a rave naked. Your character needs some phat threads, some dope choons, and some mooney for droogs. Gotta get prepared for the big rave tonight, after all.
7. Muzik
The mystical arts of the rave scene. Armed with the right muzik, any competent character can control whole dancefloors. Here is where you learn the intricacies behind casting spinning muzik.
8. Experience
As one goes to more and more raves, they naturally improve in their attributes, gaining new skills, acquiring new moves, and resistance to certain muziks (or attraction to, as the case may be).
9. Raving
Now let's bring it all together: go to a rave, and see how you fare against other ravers, cliques, and the powerusers of the scene: the dreaded muzik-spinning DJs!
10. Appendices
Anything forgotten in the other chapters goes here...including some muzik tables and extra info about special item effects.
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