@tragedyjones said:
This is coming from a place of not knowing jack about the FC setting, so it will be vague.
The core story of Promethean is the Pilgrimage. You need to focus on that. And while in a more traditional game, the Pilgrimage covers a geographical trek, you may have certain Milestones that are required and you may want to have a way ahead of time for them to be met.
Pretty much agreed.
To keep the Prometheans interesting:
- Let them reach the end of their road. I cannot read Promethean often enough to remember all the terms because it makes me sad, but you should allow the newly Human prometheans to remain as PCs. This makes the Promethean intriguing to other supers who cannot escape their fate.
Fully intend to. They CAN become Mortal in-game.
- Use other Supernaturals as possible ways to learn about humanity. Allow the Refinement of Quicksilver especially.
I think you mean Silver, if we're talking about other supers, but yeah. They ca. I already have at least one.
- Tie them to their Humanity. The Created are at once the most and least monstrous of all Supernaturals.Their behavior should be alien to most, but also eerily familiar.
- Let them be badasses as they are able to be truly hardcore. Especially in the inferior 1st Edition of CofD, a Promethean can slug it out with a Kuruthing Uratha without much effort.
- Allow as much crossover opportunity as a player wants, but don't force it. Ulgans can see spirits (and, IIRC, ghosts). Maybe the Quashilliman (sp) have ties to the Aether, and who knows how Azothic Items and relics interact, etc. Also, maybe steal the idea that a "dead" promethean has to traverse the underworld.
Yep. I agree with all of this and am focusing on it.