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Love Dust
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My initial reaction to 1 is a lot of those tropes seem familiar. But then again, I do have a fondness for the whole the whole becoming the mask, face-dancers lost in the act thing. And identity messes, and weird moral situations / obligations. I dunno how quickly you plan to get through the intro, but forcing us to deal with / learn to process completely alien inputs could be an interesting exercise. Kind of how Jasper started out, only more so. Execution might be tricky though.
2 kind of reminds me of The Sword and the Chain, although they cheated and bullied a wizard into sending them back again when they came home with one friend catatonic and another a burnt corpse. The paranoia is something that we'd take right to. Preexisting and fucked-up interpersonal relationships could potentially make things interesting, since it would fuck with our usual friend-making tactics.
3, to me, sounds kind of like the exact thing /quest/ would be terrible at, if it's played strait. Our gut reaction would be to be paranoid and not trust the other nobles around us, try to take charge, build up friends and allies the way we usually do. Except we'd be in a situation where we wouldn't have direct power, and trying to take charge would backfire. Where everything would be about compromise, letting ourselves be used to put ourselves in a position to use others. Survival / not ending up as a pawn would be a long con (and we have problems thinking that far ahead, or sticking to plans for that long). Granted, playing to our weaknesses isn't the worst idea.
4 seems like it could vary wildly depending on where you take the characters. Just how broken or fucked up is the PC after a TPC, cutting ties with her family and allies, living on the street? How much is the kid a kid, versus how much is it a literal alien monster? And on top of that, how much does the PC see the kid as what it is, versus her own perceptions? Could be played very strait or could be played as a completely fucked up headgame, or somewhere in between.
>stories about being a parent
Not a theme that's explored in very many quests. At least, beyond using the kid as a plot object that needs to be protected. It's been interesting in the cases where it was dealt with well, and it's something I'd be interested to see more of.
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