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[Amaranthine] Who Wants to Live Forever?

01 Jul 2011, 21:33

So, the folks behind the narrative sci-fi survival horror game Maschine Zeit are back with their second offering - a much larger and more complex RPG about the lives and passions of immortals: men and women who, due to some unexplained quirk of fate, keep returning life after life.

Or, as they put it on the website

Amaranthine is a game about yesterday, now, and forever. Amaranthine are immortal, destined to reincarnate from here until eternity. They’ve lived many lives before, and every other immortal they meet, they’ve met before.

Amaranthine find each other repeatedly. Romances, rivalries, alliances, and vendettas play out in different eras. You know the guy that killed you last lifetime? He’ll kill you again, if you don’t stop him. You know the guy that you fell for, right before the knife went into your side? You’re going to fall for him again. These might be the same two people.

Amaranthine have imperfect memories of their past lives. Yet, their ties to fate allow them to recall their pasts with perfect clarity when the need arises. When you plunge your knife into your foe, you recall the time you twisted a main gauche into the Marquise, and punctured a lung. You repeat your past skill with ease. When you leap from one city building to another, you remember your time in the Persian Empire, when the guards chased you for stealing bread. Everything you do, you’ve likely done before. But this time, you’re going to do it better.

The Amaranthine RPG rules focus on conflict escalation and player agency, rather than conflict resolution. Amaranthine are exceptional. They will win given time. The question we ask is, what will you sacrifice in order to win? Will you keep chasing your enemy, if you know your lover’s bags will be packed when you get home?

  • Amaranthine twist time and fate to fulfill their wishes. Amidst struggles, you improvise flashbacks in order to accomplish great things.
  • Our immortals draw from an otherworldly, primal plane to alter reality and wield fierce sorceries that risk all of creation.
  • Our rules have multiple layers, each functional, but allowing for as much complexity as the players desire.
  • Particular focus on social mechanics, including bartering between players to resolve conflicts.


There's quite a bit of information on the website (including the complete character generation chapter), but the authors also sent out a proof revision to the game's backers yesterday. If you guys have any questions, I'd be happy to answer them.
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Kailan
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Re: [Amaranthine] Who Wants to Live Forever?

01 Jul 2011, 21:34

I want to play this really hard. *_*;
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Re: [Amaranthine] Who Wants to Live Forever?

02 Jul 2011, 00:51

Looks interesting. Can you give us a direct link to any sort of a free introduction/rules synopsis? Do they have anything like that?
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Re: [Amaranthine] Who Wants to Live Forever?

02 Jul 2011, 01:08

BrilliantRain wrote:
Looks interesting. Can you give us a direct link to any sort of a free introduction/rules synopsis? Do they have anything like that?


Well, if you wait a couple of weeks or so, you can have the entire book - everything Machine Age does is released under a Creative Commons license. But until then, here's some choice links to official preview material:

Basic Resolution Mechanic: http://machineageproductions.com/2011/0 ... esolution/
Character Creation: http://machineageproductions.com/2011/0 ... -creation/
Intro Fiction: http://machineageproductions.com/2011/0 ... o-fiction/
Maneuvers: http://machineageproductions.com/2011/05/maneuvers/
Combat: http://machineageproductions.com/2011/0 ... at-system/
Did you think you would be saved by the gods and idols you have made?
 
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FlenceburgExile
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Re: [Amaranthine] Who Wants to Live Forever?

19 Jul 2011, 06:19

Did you think you would be saved by the gods and idols you have made?
 
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FlenceburgExile
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Re: [Amaranthine] Who Wants to Live Forever?

20 Jul 2011, 18:02

By the way...

There is an existential war going on between two Great Courts, though there is no physical place where this war takes place. It’s everywhere, because the battle field is nowhere. One Court, seeking an open and free exchange of information with knowledge and preservation of art and science, maintains that there is so much worth on the Internet, it’s worth protecting. In opposition, another collective sees the potential for catastrophic misinformation, cultural abuses and a sense of vicious humor that’s slowly filtering into society at a whole. But the fight isn’t going on strictly on message boards and social media. Rather, members of the courts fight to out one another and seek each other out in actual combat or political destruction. It’s serious business.
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