Have you ever run a game where magic is very limited and treated as generally phony by the population? There aren't vampires and for every legitimate fortune teller there are a thousand flaws, but the occult is quite real.
What system would work best? I'd expect something that supports investigative and social conflict more than standard roll for initiative stuff.
>>49952004
This is something I liked about Looper. Psykers are real, but all you can actually do with psychic powers is levitate a few grams of material at a time. The main character jokes that it's just an excuse to hit on girls in bars by floating coins around.and then we find out there's exactly one psyker who can actually get shit done with their TK.
>>49952064
What is that? Google only offers that Time-travel film.
>>49952403
It is the time travel film.
There are telekinetics in it.
>>49952004
I ran a campaign where the PCs were mercs/delivery boys for what turned out to be an occult mafia. I used WaRP and felt it worked well
>>49952004
I've run Mage, which is the latter. I suppose you could just keep things low powered and get the former aspect too.
No but wizards in wizard garb are uncommon enough outside of the major cities. Our wizard brings a change of clothes so he doesn't get swarmed by curious town folk and pickpockets after magical items.
>>49952004
Unknown Armies, seriously.
If you want to turn down the crazy try Nemesis.
Or go full DELTA GREEN.
For a one shot something like Dread or Dead of Night might work very well.
CoC 7 is solid. The quick start is free. And I met Mike Mason the other day, he's okay.
>>49955406
I'm not sure Delta Green is quite the approach I'd take. Though I could certainly see that sort of group existing in the setting.
I see Unknown Armies 3rd ED is coming out soon, maybe I'll wait for that.
World of Darkness
>>49952004
Unknown Armies
>>49952004
Is that show worth watching?