From: | "Fisher, Victor" <Victor-Fisher@******.COM> |
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Subject: | Re: Magical Groups / Threats---Spoilers for Faux Pas' Group! |
Date: | Tue, 20 May 1997 13:28:47 -0400 |
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>While re-reading Threats, I really wasn't sure what it was that was so bad
>or evil about the Black Lodge. Sure, they want to rule the world from
>behind the scenes - and they've got some clue about the Immortal Elves, but
>what really is evil or bad about them? They don't seem to be as bad as the
>Bugs or the Enemy. Or Winternight (shudder). The way they're written up,
>they could just as well be a force for good (aside for their dislike of
>elves).
>
>And in the Shadowrun Companion, under the Dark Secret flaw, it describes
>dealing with the Black Lodge in the past as a possible fulfillment of the
>flaw.
In my games, The Black Lodge is essentially The Illumnati. While
not necessarily evil, it's an organization that's become so huge and
byzantine in it's mechanizations that even some of it's Inner Circle
don't quite know what's going on! Alliances are formed and dissolved at
the drop of a run. Your best friend may be ploting your downfall even as
you speak to him, while an enemy may be your only hope for succcess, or
survival.
When they say dealing with the Black Lodge qualifies as a Dark
Secret flaw, maybe it's because while the player [knowingly or not] has
been involved with the Black Lodge, they may have alienated ,or down
right made an enemy of, another faction within the Lodge whose goals run
contrary to those of the faction that hired them (whew!).
And the only thing worse than an enemy you can't see, is the one
you can, but would never suspect. [Time to buy up that Etiquette: Black
Lodge, neh?]
But, I'm getting besides myself here. These guys would NEVER make
an appearance in MY game <evil GM chuckle>.
Victor {knower of the secret Freemason handshake!}