3.5.3   SETTING

One of the greatest advantages of Children of Fire is its ability to cross genres. The basic themes can operate in a multitude of settings. From stories set in the Middle Ages to those that take place on a spaceship two hundred years in the future, the possibilities are endless. Find a genre that interest both you and the players

Let us look at some possibilities.

The author has run three Children of Fire games at conventions. The first was Showdown, a western of sorts. The story centered around a once prosperous mining town trying to summon a demon to regain its lost glory. The second story took place during the roaring twenties. The setting was filled with gangsters and speakeasies. It centered around the redemption of a mob leader and had a guest appearance by a rather nasty Nephilim. The last story took place in the near future on a nuclear submarine. The plot involved a Grigori’s attempt to create his version of paradise. As you can see from these examples, great diversity possible.

Simply choosing a setting is not enough. Elements of the setting need to be integrated into the story. The author does not recommend hour-long diatribes on the architectural style of a particular building or the stitching method used to create the vest a character is wearing. Such overindulgence in description only serves to slow the game down. Equally bad, however, is not giving setting nuances for the players to latch on to. With out these descriptive touches, the game can lose its color, and the players will have a hard time really getting into the world.


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