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Post by The Northern Lights on Jun 7, 2016 4:12:42 GMT
The veil is thin in many parts of Iceland, and spirits of the island are healthy, abundant, and powerful. Because Light on Ice is not an urban Sept and has no real roots in the usually overwhelming conflict with Wyrm and Weaver, the general tone for the game will be something more akin to bizarre fantasy. I hope to explore more of the spirit world and the Umbra with PCs, and delve into some of the more bizarre and alien aspects of those elements of genre.
With that in mind, a big focus on the game will be on exploration rather than conflict, traversal and survival over fighting prowess. Garou who are able to live in the harsh environments and find the hidden treasures on the Bawn and in the Umbra will fit in well. The Bawn is huge and its possible that Garou have not touched on every part of it, on either side of the veil ... protecting it in its entirety is the main focus, with time to stop and smell the metaphorical roses of Gaia's glory on the way.
Tradition and heritage will also play a large role as a main theme of the game, so characters with Ancestors or Pure Breed should be very aware of what that heritage is; they will be asked about it. The relatively progressive and modern human Iceland will come into conflict with traditional Garou ideals. While even the Garou in Iceland tend to be liberal, there are still traditions that cannot be let go.
That is not to say that the usual enemies of the Garou are not to be found in the game. Just that they will not be the main focus of the campaign.
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