Sex & Sorcery
SEX & SORCERY
$15.00 U.S.
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Bring your Sorcerer game into the taboo realms of love, sexuality, gender, and betrayal.
To do this, one must be honest. Games don't role-play - people do. Who are you, and the members of your group? How do your own emotions and gender dynamics influence your art? This supplement rips the veil off of playing Sorcerer, to bring the real-person interactions positively into the content of play.
Rules expansions and guidelines for:
- Establishing functional and appropriate levels of graphic content in a role-playing group.
- Two distinct and workable gender-based story types, including sorcery, demons, and scenarios.
- Cinematic martial arts: your sorcery is strong, but my Lizard Strike is undefeatable!
- Using dice for fully-realized play rather than arbitrary scene-stealers.
Innovative role-playing methods
Moment to moment, in play, what actions and statements permit a story to be created, rather than railroaded? It's all well to say you want stories, but what do you really do? Sorcerer introduced Kickers and Bangs - now learn about much more. These techniques are illustrated using Azk'Arn, a no-holds-barred world of surreal, insectoid fantasy.
ISBN 0-9709176-3-5
CONTENTS
PREFACE
The testimonials
How to read this supplement
Chapter One: REAL PEOPLE, REAL PLAY
People at the table
Lines and veils
Why draw the veil?
Why not to draw the veil?
Take it to Sorcerer
An appalling diagram
References
Testimonial
Chapter Two: GENDER AND STORIES
Plural Humanity
Dangerous ground
Two story types (of many)
Protagonist gender
Cross-dressed play
A male story
Morality and social life
Actual play
A female story
Stages and steps of reproduction
Actual play
Application to Sorcerer
The sorcerer as hero
Sorcery and rituals
Demons
Testimonial
Chapter Three: IN UTERO
The scenario
Who’s there
Almost ready
Too much love
Steps and stages of love-sorcery
Specialized descriptors
Sorcerer Rorschach
Testimonial
Chapter Four: PARAGON
The story
Debriefing
The back-story
Humanity
The demon
Setting
Too much martial arts
Example styles
Testimonial
Chapter Five: AZK’ARN
Insectoid fantasy
Culture
Heroes
Humanity
Plurality again – twice over
Humanity 0
Sorcery and demons
The Mother-Queens
Possessors: psionic outlaws
The Children
Beasts: monsters and courtiers
Parasitoids
Testimonial
Chapter Six: WAY PAST THE EDGE
Azk’Arn revisited
The players chime in
Actual play
Basic techniques
Scene cutting
In our game
Dice diagrams
Player-gender rules
Take it to necromancy
Wrap it up
Testimonial
APPENDIXES
Games
Don’t miss out
Bibliography
Books
Comics
Film and television
INDEX
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