12.07.2015 Views

Highlander PDF

Highlander PDF

Highlander PDF

SHOW MORE
SHOW LESS
  • No tags were found...

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

crossfire, a suicidal Immortal can do a great dealof damage before he finds the end he seeks.Fortunately, angst isn’t the only key to playingin the world of <strong>Highlander</strong>; in fact, it’s not even themost important. Many Immortals do deal very wellwith their Immortality and learn to deal with deathmuch as we mortals do; indeed, they becomeadept at dealing with it. Some, in fact, become alittle too adept; these Immortals become cold anddispassionate, even cruel as they gradually losetouch with their emotions and distance themselvesfrom humanity.Another key to playing an Immortal in the<strong>Highlander</strong> mythos is that of time. Immortals haveno shortage of it; in fact, many can harbor grudgesfor centuries, plotting and scheming the perfectway to wreak their vengeance upon anotherImmortal who has wronged them. We’ve seen thismore than once in the series, and it can make forhigh drama, particularly if the Immortal in questionhas some degree of guilt over past betrayals ormistakes. An important element in playing with9time is that of flashbacks. Immortals have years,decades, even centuries of experience behindthem, and after so long, there isn’t much that is newor surprising. Often times, Immortals will drawupon past experiences to adapt or relate to currentones, and this is where flashbacks come into play.Flashbacks can be “cut scenes” read aloud toplayers, or they can be fully interactive, with theplayer acting his way through the flashbacksequence and attempting to apply the experienceto his current one. Flashbacks are tricky to dealwith and difficult to get the hang of, but once youpick up the knack, they add an incrediblyimportant element to the game, helping to set moodand develop character at the same time.Last but not least, and perhaps the most vitalidea that must go into a <strong>Highlander</strong>-style game, isthat of the eternal struggle between good and evil,and the difficult choices one must make who isinvolved in this battle. Immortals in the series aredrawn in three camps: those who are championsof light, those who represent the forces of utterdarkness, and those who continually bouncebetween the two. The overriding premise of theshow revolves entirely around the idea that if thePrize falls into the hands of the wrong Immortal,“mankind would suffer an eternity of darkness.”The dichotomy is essential to the concept andtheme of <strong>Highlander</strong>. Immortals are called upon tomake hard choices on a daily basis; in the serieswe have seen Duncan kill other Immortals whowere close friends, because they had strayed toofar over the line into darkness. He never takessuch choices lightly; indeed, if an Immortal takestoo much darkness into himself, he runs the veryreal risk of becoming evil himself, be it throughtemptation, bloodlust, or the dreaded andlegendary Dark Quickening.And so they battle, falling one by one, downto the last. The Gathering is now, and dependingupon whether you choose to follow the film ortelevision series continuity, it is either an event or aperiod of time. Regardless, Immortals areinexorably drawn to one another as never before,and the forces of good and of evil clash in the

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!