Over_the_Edge_Players'_Survival_Guide
Player's guide to Over the Edge rpg
Player's guide to Over the Edge rpg
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CHAPTER 3<br />
<strong>Over</strong> <strong>the</strong> <strong>Edge</strong><br />
A lady with silver hair is surreptitiously pointing<br />
an odd device at passers-by on <strong>the</strong> street. From what<br />
you can see of it, it looks like an old adding machine<br />
with a tuning fork mounted on top. She notices you<br />
watching, slips <strong>the</strong> machine into her purse, and ducks<br />
nonchalantly into a shoe store.<br />
A tall, bald woman, whose ears have been surgically<br />
removed — a professional job, hardly any scar tissue<br />
— stands on a portable street-corner stage and recites<br />
in an aggressive singsong from a sheaf of computer<br />
paper:<br />
Star chunks. Wet and wild action.<br />
Downtown is clown town, no how.<br />
The siblings are dribbling, melting<br />
down <strong>the</strong> coliseum wall like Dalí<br />
watches. Available counterfeit now,<br />
cheaper but just as gooey. Katya<br />
has never had a birthday cake -<br />
guess we’ll have to eat her.<br />
The jaws of life are coming<br />
For You<br />
Hope you can dig<br />
The Positivity<br />
Metal is <strong>the</strong> petal of <strong>the</strong> rose<br />
I gave to you<br />
Mailed priority speed<br />
From my forty-five caliber Smith & Wesson<br />
Love gun.<br />
Ano<strong>the</strong>r passenger boards <strong>the</strong> jitney you’re riding<br />
on: a goateed fellow wearing a beret and a lea<strong>the</strong>r<br />
bomber jacket. He waves to <strong>the</strong> man in front of you,<br />
a bespectacled Malay gent in a navy blue suit. The<br />
suited man speaks:<br />
“Hey, Rick, how’s it goin’?”<br />
Rick sits down beside him.<br />
“I’m in spiritual crisis, man.”<br />
“Really?”<br />
“I dropped some C last night and talked to Hecate.”<br />
“That so?”<br />
“Yeah, and you know what she said? She said I<br />
should stop shopping for new religions all <strong>the</strong> time,<br />
that I was raised a Christian and should find some way<br />
to come to terms with that tradition. And that anyway<br />
<strong>the</strong>re wasn’t a real continuance of pagan worship<br />
past <strong>the</strong> Dark Ages, and that we were all pursuing a<br />
consumerised dream of phony wishful thinking and<br />
should just leave her alone and let her sleep.”<br />
“Wow. What a bummer.”<br />
thoroughly discussed. PCs who heedlessly throw<br />
<strong>the</strong>mselves into certain danger are as much on <strong>the</strong><br />
endangered species list as perch-sitters (see “Credibility,”<br />
below). But don’t be afraid to construct a character<br />
willing to take reasonable risks. If on occasion you<br />
underestimate <strong>the</strong> risk your PC is taking, your GM<br />
will be more forgiving if <strong>the</strong> miscalculation is part of<br />
a pattern that has helped her pacing in <strong>the</strong> past.<br />
Interaction<br />
The above considerations might not apply if<br />
your GM uses <strong>the</strong> cutaway editing style (described<br />
on p. 185 of OTE). This approach allows <strong>the</strong> GM to<br />
exert more control over pacing by running each PC<br />
in a separate concurrent storyline. Concerns about<br />
group decisions are eliminated, which means that<br />
you can’t use <strong>the</strong>m to your survival advantage. In<br />
a cutaway series, however, <strong>the</strong>re are o<strong>the</strong>r means<br />
at your disposal.<br />
Beneath <strong>the</strong> separate threads of a cutaway series,<br />
<strong>the</strong> GM will typically be weaving a unifying base<br />
of events. For example, one particular conspiracy<br />
might be behind not only <strong>the</strong> weird science device<br />
your character is investigating, but <strong>the</strong> dopplegänger<br />
who follows a second PC, <strong>the</strong> burglars who rifled<br />
<strong>the</strong> apartment of a third, and so on. Even if no such<br />
connections exist, you can give <strong>the</strong> plot a greater<br />
unity by seeking out opportunities to pool resources<br />
with o<strong>the</strong>r PCs. If you create <strong>the</strong> kind of character<br />
who’s always alert for chances to form new alliances<br />
and seek out extra information, you can make him<br />
<strong>the</strong> nexus of a game series. As <strong>the</strong> plot continues,<br />
<strong>the</strong> GM will assume that <strong>the</strong>se connections will be<br />
maintained. If your character needs to be around to<br />
keep <strong>the</strong>m active, his own survival chances go up.<br />
Even if your networking doesn’t become important<br />
to <strong>the</strong> plot, it still can pay off for <strong>the</strong> GM, which<br />
rebounds to your benefit. Be a foil for <strong>the</strong> o<strong>the</strong>r PCs,<br />
allowing <strong>the</strong>m opportunities for fun characterization<br />
bits through contrast with your own. Accentuate<br />
comic or dramatic differences between PCs. Think of<br />
entertaining situations for o<strong>the</strong>r players’ characters,<br />
and try to set <strong>the</strong>m up. This doesn’t mean that you<br />
should go to war with o<strong>the</strong>r PCs; <strong>the</strong> sorts of conflicts<br />
that work best in this regard are more subtle ones.<br />
Minor differences between heroes are a great source<br />
of humor and pathos, as you’ll note when you look<br />
at <strong>the</strong> relationships between a classic TV starship<br />
crew or fantastic superhero group. They also serve<br />
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