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Over_the_Edge_Players'_Survival_Guide

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 />

66

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