Brainstorming, Weird in a SF-setting

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Brainstorming, Weird in a SF-setting
« on: November 21, 2010, 03:43:08 PM »
I'm trying to get a hack up and running for playing with AW rules in a Transhuman Space/Eclipse Phase type world. It's a very primitive hack, with rules as close to AW proper as I can get them, in order to get to the playing as soon as possible. For example, playbooks are basically ported straight off, with just some changes to some options and details.

But I'm not sure what to do with weird! Should I just take it out? Should it be about your ability to jack into the datamesh? Do I want some metaphysical weirdness going on under the surface? My instinct would be to take it out, have it be all about mundane people in a hard-sf world, but I'm not sure. I'd have thought the same about a post-apoc world, but in AW proper I love the psychic weirdness and how everyone have access to it via the open you brain move.

So, hit me with your suggestions! Or ask me if I'm not clear about something!