"Death of the Dragons" deals with the death of several metaphorical
dragons - the alien dragons inside the Earth, the collapse of the old
national states and maybe also the end of humanity as we know it. Change
is in the air, and it is up to everyone to decide for his or herself how
to react to it.
The basic idea is that the player characters become infected with the
dragon plasmids by drinking champagne (or maybe, if that solution feels
a bit too romantic or weird, by going too close to a blowout of oil or
venturing into a really deep cave). After a while they will start developing
odd powers, which may or may not be useful for their everyday life. What
happens then is up to them.
One thing often ignored in superhero stories is how forces are acquired;
not the source of the powers but how the heroes learn to use them. In
this campaign I instead let the players explore how it felt to gradually
discover new powers, not knowing their limits or possibilities, making
up theories of how they work, why and what they could be used for.
The power level can be kept quite low - the genetic powers are profound
but slow to work and at the beginning not very deadly. At the same time,
allowing the players to increase their powers by experience is very rewarding.
Make it cheap to develop them (I gave them dots for free sometimes, and
allowed a very low experience point cost for developing them) and watch
how they start to develop themselves. Then slowly sneak in the side effects
- the powers amplify their subconscious self-images, making them less
and less normal and more and more self-defined posthumans. At the same
time the power of the dragons in their lives will increase: accidental
trances, odd changes, even instances of possession. In the end they will
be faced with the realisation that their powers do have a hefty prize
- if they go too far (and they may already have done it) they will lose
their humanity and possibly become little more than interfaces for the
dragons.
At the same time the outside, mundane world is bound to play a role.
If the players try to exploit their character's powers, they will be busy
dealing with non-hosts (who can be quite competent in their own) or rival
hosts. And if the secret of the roots start to come out, many groups will
begin to hunt for them and the characters.
The powers of the roots are best played as intensely personal, idiosyncratic
and visceral. They are feelings, smells, intimate bodily changes. To use
them the characters need to tell the GM what they do, what they think
or feel, they cannot just be turned on like a technological tool. Especially
the visceralness of the ability of modifying others should be played up
- to change somebody they need to exchange bodily fluids of some kind
- and sensing will be just as intensely emotional as reactions to body
odors and personal "chemistry".
Themes
The collapse of the old: both the real dragons in the ground, the Chinese
dragon and old national states are dead or dying. The old structures are
breaking down, to be replaced by a new order - or chaos. How long will
the current situation remain?
The price of power: the roots of the dragons enable fantastic and terrifying
feats, but the more hosts rely on them the more vulnerable they become
for mutation and uncontrolled change. Maybe this is not so bad, if a successful
accomodation can be made.
Nationalists vs. internationalists: the conflict is about much more than
money or power, it is the struggle between two ways of viewing humanity.
Are we functions of the collective, created by our history and culture,
or are we totally free to define ourselves arbitrarily?
My Own Campaign: Black Lotus
I ran a campaign based on giving the roots to a group of totally unlikely
hosts: a gang of small-time fixers/criminals from the bad part of Chunqing.
It began when they were celebrating a successful scam, where they had
(on the order of one criminal gang) "redirected" a cargo intended
for one of the Chunquing crime bosses. Beside the real cargo they found
a bottle of champagne, which they helped themselves with...
The real story was that a Cantonese triad leader had aquired two bottles
of the champagne, not knowing their abilities. After drinking one with
his girlfriend, he sent the other as a gift together with the first installment
of a major weapons smuggling deal to a colleauge in Sichuan.
The player characters got involved with the complex world of Chunquing
semi-criminal politics while they slowly discovered that they were developing
odd powers. After a too successful theft of drone weaponry made them hunted
by every fraction of the republic, they decided to leave for a safer place:
Canton.
The campaign continued with the development of their powers, their struggle
against the Cantonese triad, their shaky alliance with the leader's girlfriend
(who had her own ideas) and later their escape to Djakarta. They went
from being complete nobodies to the worlds most feared biotech terror
organisation, Black Lotus (a name which actually referred to their old
restaurant in Chunquing). Finally they confronted NERD, the Long View
and other internationalist fractions very much interested in their powers.
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