Introduction
This first post was formerly an interest check, but has since evolved to a long-running discussion of things related to World of Darkness. reversia.ch had the inspiration to maintain a one-stop place for everyone who wants to play or chat about WoD. Here you go![/b]
Game Line Interest Checks and Alerts MultiPublic
I want to get a ping when a new game that I'm interested in appears!
I want to play V5
I want to play V20/Revised
I want to play VTDA20
I want to play KotE (Kindred of the East)/Sunset Empires
I want to play Vampire the Requiem (CoD)
I want to play W5
I want to play W20/Revised
I want to play W20/Revised (Fera/Changing Breeds)
I want to play Dark Ages Werewolf
I want to play Wild West Werewolf
I want to play Werewolf the Forsaken (CoD)
I want to play M20
I want to play Mage Revised
I want to play Mage 2ed
I want to play Dark Ages Mage
I want to play Mage: The Sorcerer's Crusade
I want to play Victorian Mage
I want to play Mage the Awakening (CoD)
I want to play C20/Revised
I want to play Dark Ages Fae
I want to play Changeling the Lost (CoD)
I want to play Wraith/Orpheus
I want to play H5
I want to play HtR Revised, Hunters Hunted, The Inquisition, Project Twilight, Paranormal Investigators
I want to play Hunter the Vigil (CoD)
I want to play Demon the Fallen (WoD)
I want to play Demon the Descent (CoD)
I want to play Mummy the Resurrection (WoD)
I want to play Mummy the Curse (CoD)
I want to play Geist the Sin-Eaters (CoD)
I want to play Promethean the Created (CoD)
I want to play Beast the Primordial (CoD)
I want to play Deviant the Renegades (CoD)
I want to play World of Darkness (WoD/CoD mortal game)
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
[f=large centre]Active Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Legacy of Lazarus | MtAs20 | BedzoneII | No | [url=https://gamersplane.com/forums/thread/39654]link[/url] | Yes
It's a Kind of Magic | MtAs20 | [s]JoshuaMabry[/s] emsquared | No | [url=https://gamersplane.com/forums/thread/37941]link[/url] | Yes
Buried Shallow | V20/Revised | reversia.ch | No | [url=https://gamersplane.com/forums/thread/36810]link[/url] | No
Boca Raton by Night | V20/V5 | DragonDweller62 | No | [url=https://gamersplane.com/games/5280]link[/url] | No
Rage Across Oregon | WTA? | JospehStrange | No | [url=https://gamersplane.com/games/5289/]link[/url] | No
End of Paradise | W5 | valentine_teddies | Yes | [url=https://gamersplane.com/games/5296/]link[/url] | No
[/table]
[f=large centre]Completed/Inactive/Retired Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Yours to Keep | CtD20 | Qralloq | - | [url=https://gamersplane.com/games/4915]link[/url] | No
Phoenix By Night | V20 | Qralloq | - | [url=https://gamersplane.com/games/5195/]link | No[/url]
World Of Darkness | VDA20 | emsquared | - | [url=https://gamersplane.com/forums/10336]link[/url] | Yes
Singing Streets, whispering alleys | WoD20 | reversia.ch | - | [url=https://gamersplane.com/games/4970/]link[/url] | Yes
Wraith | Wraith20 | BedzoneII | ??? | [url=https://gamersplane.com/games/5240/]link[/url] | Yes
Fereau City | V5 | Dirigible | ??? | [url=https://gamersplane.com/games/5127]link[/url] | Yes
Let the Streets Run Red | V5 | BedzoneII | - | [url=https://gamersplane.com/games/4926]link[/url] | Yes
Houston by Night | V20 | The_Ecumenical_Antifa | No | [url=https://gamersplane.com/games/5233/]Link[/url] | No
Edges of the Darkest Sky | WtA20 | Alordis | No? | [url=https://gamersplane.com/forums/thread/38955]link[/url] | Yes
[/table]
Other Links of Interest:
[url=https://gamersplane.com/forums/thread/21532/]Custom Character Sheet List[/url] - most of oWoD titles are included, good for practicing chargens.
[url=https://gamersplane.com/forums/thread/38186/]Vampire for Newcomers Idea[/url] - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Update: Added ems^2' old VDA20 game.
Update: Lazarus is live and closed.
Update: Added Phoenix-in-limbo.
Update: Old Las Vegas CtL game circa '21 added.
Update 4/7: Phoenix is live and closed, Werewolf recruiting.
Update 5/10: Moved "Edges.." to inactive.
Update 5/12: Houston by Night is live and recruiting!
Update:5/19 Houston closed and live, Wraith ph added.
Update:6/3 Phoenix and Yours to Keep retired, added 2 old Geist games
Update:7/? Boca Raton and Oregon added, Houston inactive
Simple Flow Chart-making - excalidraw.com
GhoulApp - VTM Character Builder and Chronicle Manager - link
GarouApp - Same as above, but for WTAlink
VTM Fortunes of the Dead zine - link
WoD Community Board on Tumblr - link
WoD Hallozine - link
[ +- ] Actual Plays
Storyteller Spira - "A wonderful example of how to run sandbox, character driven chronicles. While this amazing Storyteller is not with us anymore, her stories live on to inspire next generation of storytellers. This is what really inspired me to start storytelling and Spira is the person by watching whom I learned the ropes of how to do it. Well worth the watch. Also one of the few places that house classic HtR play." - reversia
Caffeinated Conquests - "What if a serious goth ST gathered his merry band of madman friends to play all sort of WoD goods? This is what. These guys played a lot of stuff over the years, so if you're looking to see how some obscure WoD stuff works - they might have what you're looking for. I also recommend taking a look at their "How not to *Clan name*" series. The first video - How not to Toreador - is my favourite by far, but others are fun as well." - reversia
Final Show Films - "These guys play a lot of WoD/CoD stuff, especially Werewolf the Apocalypse. Nice crew, some queer representation almost always present." - reversia
Always wanted to try any World of Darkness games, but I never got the chance. Really interested to play V5. I am up for any kind of chronicle. I have the corebook but I haven't read it, so I am basically a newbie. I wanted to clarify this before you started. I hope it doesn't affect my recruitment chance, but if you want only experienced players, I will accept that. It is difficult to teach WoD to a newcomer, though I must admit, I am familiar with the clans on a basic level. Also, I have played some text games on Vampire: the masquerade before.
Aw, man. V5. That's the one i'm really not hot about at all, so unfortunately i'll have to sit this one out. My main exposure to this was around the time it came out, watching the live playthroughs and being bothered by the "hunger dice" mechanic and reading threads on reddit's WW forum, where folk discussed the lore changes, which were.. confusing and not in a good way. It makes sense for GP i guess, since the majority of people here seem to be multi..uhh systemalists? Know a lot of different game systems, is what i mean; and it's definitely a fun activity to try out new things, instead of running same thing over and over again. And it's of course great to see more WoD stuff. So i truly wish you guys the best with your games, and i'll be keeping an eye out for something non-5 era! I've contemplated creating another V20/rev for folks whom i didn't invite to the Sabbat one, and had a pretty good idea for it, but as i already run 2 games, i don't want to stretch myself to thin to the detriment of all 3. So maybe a bit later. Anyways, have fun and have Good Evening!
I've always wanted to try VtM, and this sounds like the perfect opportunity. Mainly familiar with it (basic lore and mechanics) through some podcasts I've listened to, though it's been a while and would need to brush up. I'd be down for options 2 or 3.
I might be up for this. I’d choose option one or two, though. I like to make my own character and get a chance to develop her, rather than a quickie with pre-gens. I’ve been playing vampire/WoD since about 92, have run several editions before V5, but have only dabbled a bit in 5th ed so I’d love to give it a spin
Drgwen makes a valid point about character development and not going with pre-gens.
I'll update my interest to option 2
It's kind of funny. Based on preference, they're already in order for me. #1 would be my first pick, #2 my second pick, and #3 my last choice. However, I felt it more important to stress that -- because I loves me some WoD -- that any option was just fine.
I'd happily take a one shot with pregens over nothing at all.
Thanks for the early chiming in everyone! I certainly think there are two strong possibilities here:
- a longer game that allows for character growth (always fun to buff some of those powers, and also have narrative development with stakes, pun intended)
- a one-shot that allows some of us to get our fix, experience how 5th ed is like, bite a few kine, and play without needing to do character generation
Both are fun! Lemme mull over whether I want to consider running two games, since there's a goodly amount of interest.
I hear you! Having played the other versions, Requiem included, I do feel and have gone through some of the changes. As usual some better, some worse in terms of system mechanics. Lore shifts are sometimes difficult in my own head canon, I sometimes imagine the different editions to be resets, so that I'm not encumbered by previous lore (there's so much history in WoD games!).
One of my intentions is to take V5 out for a proper spin on its own merits, so I shall pretend this is new lore for myself and everyone else playing. (And if in the course of the game I get mixed up with older editions, help me self-check!)
Never played VtM, but creating some damned souls tussling with the beast within? Sounds like a hell of a good time! I have a vague idea of a priest struggling against his sinful descent, but more ideas could be forthcoming if this goes forward, and if I make the cut. I generally like longer stories, but given my lack of experience on the system, a shorter run could also work for me. Definitely interested!
Probably full and you're spoilt for choice, but out of curiosity, what books are you thinking of using? I've a soft spot for the Hecata, but they were a later thing, so y'kno,w worth checking.
I'd probably do things on a adventure to adventure basis building out to a longer campaign if the stars align.
Color me interested. My experience with VtM is limited to a oneshot done with some pregen characters, but I quite enjoyed my experience. Up for anything, though leaning towards the mid-length option.
Probably full and you're spoilt for choice, but out of curiosity, what books are you thinking of using? I've a soft spot for the Hecata, but they were a later thing, so y'kno,w worth checking.
I'd probably do things on a adventure to adventure basis building out to a longer campaign if the stars align.
I'm thinking seriously how many players we can reasonably accommodate, so let's see. But yeah, the Hecata might not come into play yet unless I open up the options in Cult of the Blood Gods.
Thanks again for the strong interest everyone. I am honestly contemplating two games, one which gives people newer to V5 a chance to get into the game and not be too overwhelmed by too many options and too much lore to begin with. And another for people who know what they are signing up for. Vampire games take a moment to prep, even with published material. I shall be posting a proper recruitment write-up so we know what we're playing. And let's see whether we can accommodate most of those here who've thrown their names in.
Fantastic!
It crossed my mind, the beginner game might benefit from having a VtM vet amongst the players. That way you aren't shouldering the entire burden of training yourself.
As much fun as I've had with Vampire content (Redemption & Bloodlines videogames, LA by Night game stream etc) I never seem to get a good experience when actually playing the TTRPG itself. Maybe it's been because of the ST and group, so if there's one person I'd trust at the helm for this, it'd be @BedzoneII
So this feels like the correct audience to drop this tidbit to...
OOC:
Wait just a second... Jim Steinman was writing a Vampire* musical, which never went anywhere, and he gave Bonnie Tyler "Total Eclipse of the Heart" from that???
How did I not know that this was a vampire love song, power ballad until today?
This game does interest me. I have been in many formed groups that have collapsed after a dozen or so posts for one reason or another, but I can see that you're probably more than a little full at the moment. If you have an opening later, keep me in mind.
Thanks for the vote of confidence DarkRaider, and thanks again everyone for the overwhelming interest. I do realise I can't accommodate everyone, but I'm gonna go ahead and pitch one of the games first, followed by the next.
I got distracted over the weekend by Runekyndig, who was trying to make me pitch a Mage game instead, so I fleshed out a story proposal for that one too in my head.
I got distracted over the weekend by Runekyndig, who was trying to make me pitch a Mage game instead, so I fleshed out a story proposal for that one too in my head.
For me, a mage game would have priority over a vampire game, but you know that already.
I got distracted over the weekend by Runekyndig, who was trying to make me pitch a Mage game instead, so I fleshed out a story proposal for that one too in my head.
So, to manage everyone's expectations since there are so many WoD fans, let me be clear what I'll be pitching in the next few days, so that people can know what to expect:
- First up will be a V5 one-shot. Pre-gens will be provided so that people can get to playing straightaway. This game will be a good place to learn V5 system, or get a sense of the lore that surrounds it (Camarilla? Jyhad? Coterie?) or to get back into Vampire in general. Some assurance, just because it's a one-shot doesn't mean we have to stop when it ends, it all depends on the commitment level of the players.
- Next will be a V5 longer chronicle, 4 to 5 clear published scenarios, but with my sandbox surrounding them in case the politics take a different direction. Make your own characters, and also be prepared to do a bit of worldbuilding. There will be character advancement, so that we get to play with some of the higher level disciplines. Whether this launches first, or the following does, is up for discussion.
- I have made my draft plans for a Mage 20th game. Not a published story, so I'll have to write it up properly to pitch it. It will happen though. Mage is the other WoD game I miss terribly.
- Finally, someone go ahead and tip me over the edge about Wraith. It's a game that hasn't had enough of a proper go on GP I believe, and that's good enough reason to start one, and what's not to like about playing dead people? Also Wraith 20th is a solid compilation!
First pitch drops tomorrow. I'm not particularly fond of first come first served, so no rush!
Finally, someone go ahead and tip me over the edge about Wraith. It's a game that hasn't had enough of a proper go on GP I believe, and that's good enough reason to start one, and what's not to like about playing dead people? Also Wraith 20th is a solid compilation!
Are you looking to be convinced to run it?
Here's my "pitch" (including the good and the bad):
I've played in one Wraith game IRL a couple years before COVID. It was a "one shot" (maybe 6 sessions?) that lead into a V20 "zoo" campaign.
It has perhaps the most arcane but also some of the most interesting (imo) lore of any of the lines. It was a bit hard to grok the vibe at first for me, cuz there's some really complex dualities (or even "tri-alities") going on in it, but what I arrived at was, imo, that vibe is like 50% Dostoyevsky, 50% 90s-goth-freak-kamp. (think: Beetlejuice - but in a good/darker way, or "Cool World" - except if the cartoon world was the world of the dead) In a good way!
Setting that aside... it is heavy, emotionally. Especially character creation.
You are creating characters that have died and can't move on for probably some terrible or terribly-poignant reasons, right?
So players need to be prepared for that to run through out character creation and the story in play.
Had some of the most rewarding roleplay I've ever experienced under that game. But every session was a bit emotionally draining.
There's probably ways to get away from that draining feeling (focus more on the Shadowlands, and/or more on violent deaths and revenge arcs, or community or "service" focused past-lifes, instead of familial/protective concepts), but we blundered right into it, and... oof... for better or worse it was intense.
Possibly the most unique experience I've ever had in ttrpgs.
Can't think of anything else that crafts a similar experience and narrative.
[quote]
There's probably ways to get away from that draining feeling (focus more on the Shadowlands, and/or more on violent deaths and revenge arcs, or community or "service" focused past-lifes, instead of familial/protective concepts), but we blundered right into it, and... oof... for better or worse it was intense.
Possibly the most unique experience I've ever had in ttrpgs.
Can't think of anything else that crafts a similar experience and narrative.
That's certainly the experience that I want! But I'm not sure that's the case with the players in my groups. Am I underestimating them? Possibly, probably even. Am I confident in my storyteller ability to guide them in such a game? No.
BedzoneII says:
Gonna leave Werewolf and Changeling to better storytellers though.
Changeling: the Lost (i.e., Chronicles of Darkness, not oWoD) is on my short list of games to run. I've not run or played in Changeling: the Dreaming before. I do have C20 though. Hmmmm....
Dear god that was quite the post. I think this is largely a game about exploring relationships and the tragedy of a fall from the light. How becoming a vampire both changes and does not change a person.
What does immortality do to a person? How does the need to feed on people alter your humanity? Do you give in to the beast or do you retain your compassion?
How did you become a vampire? What do you think of your sire for doing this to you? Is it a blessing? A curse? What if you don't have a sire and your transformation is the result of strange and powerful magics? How long have you been an immortal?
Dear god that was quite the post. I think this is largely a game about exploring relationships and the tragedy of a fall from the light. How becoming a vampire both changes and does not change a person.
What does immortality do to a person? How does the need to feed on people alter your humanity? Do you give in to the beast or do you retain your compassion?
How did you become a vampire? What do you think of your sire for doing this to you? Is it a blessing? A curse? What if you don't have a sire and your transformation is the result of strange and powerful magics? How long have you been an immortal?
Echoing Dirigible to say that's a hell of a pitch! Emberskyes we were talking about Wraith in that last post.
Thanks Emsquared for that reflective review, the detail is much appreciated. I ran Wraith once many many years ago, and my players didn't want to get very far, we were younger then, and the other WoD games felt much more edgily enticing, so that was that. I'm looking to give it a go again, I feel it's got so much meaning and gaming promise, easily the 'deepest' of all the WoD games.
Honestly I'm responding to the enthusiasm shown here, same game, different approach. Caters to two very distinct expecatations of what kind of game people want to play.
- Finally, someone go ahead and tip me over the edge about Wraith. It's a game that hasn't had enough of a proper go on GP I believe, and that's good enough reason to start one, and what's not to like about playing dead people? Also Wraith 20th is a solid compilation!
Here's my pitch, I'll refrain from applying in one of your V5 games, just to save myself the bandwidth for when you do launch a Wraith game :P
The V5 games are yet to start and you guys already discussing the MtA AND Wraith, eh? Can relate. Been thinking about some peculiar Ascension and Changing Breeds scenarios, but gosh darn in, the time! The ST's biggest enemy. As for Wraith.. I think i personally would be a bit apprehensive about running it with people with whom i've never played before. Feel like it would be more smooth sailing if players knew each other, what to sort of expect of one another, the style and interests. The shadow stuff is a particular beast after all.
Any movement on any other WoD games planned to start out (non Paradox stuff)? I'd love to play something, even splats i'm less familiar, like Orpheus. Conversely, while procrastinating, reading some other books (instead of the ones that are actually relevant to my running chronicles), i thought up a smaller "one-shot" type VTM thing, mainly to test out Inceptors+Discipline making, detective style game and actually running a more pre-planned/written plot as opposed to player's choice open world/sandboxy extravaganza.
It took a moment, thanks to chargen decision-making, but we're off to a start on our V5 game. That still seemed more preferred than opting for a one-shot with pre-gens. That said reversia.ch, if you're offering up a one-shot I think there'll be takers.
Next up is Mage. There was some interest here for that. We're still very far from Mage 5th ed, so it's likely to be good old M20.
I'm contemplating a few one-shot (as in story with a definitive conclusion) VTM ideas: the aforementioned Inceptor detectives game, akin to the second VN in the "New York" series; a Tremere only chantry building game, played during a certain time period; or a Week of Nightmares for Nosferatu, similarly played during a certain time frame. That being said if there is a Mage game on the horizon (some pun intended), i'll probably wait to apply for that. Whether i get in or not, that might be the needed push to try and run one of the Mage ideas instead. To get inspired, so to speak.
I have been reading the Streets and it's being interesting. Looking forward to see the story unfold.
Always one for a Mage game, I'd suggest going back to revised for a more consistent edition (IMHO).
Not 2e?Also, any thoughts on Vampire cities? Is Chicago a classic or a old mare that needs to be put down out of its misery? There are a lot of cool places, but i'm feeling a bit unqualified to run the majority of them, mostly for cultural reasons.
Revised, imho obs, has the cleanest laid out rules before the over enthusiastic bloat of M20. Not so keen on the setting change, not sure why they keep wanting to make Mage a grubby street game but there you are!
For Vamp I'd pick somewhere like New York or San Diego, places people will know from other media and have an interesting story. It's either that or pick out one of the interesting setups from Beckett's.
I've always wanted to get more involved in one of these games, but I'm a literal neophyte with the veterans who use the lingo. I have no clue what people are talking about with all the edition discussion and decision-making (or lack of it) and various spectrums of play, because WoD has to split everything up. I'm mainly experienced in Vamp, and have a shotgun collection of material from across editions old and new and newer...and then setting counts, too.
I like WoD but seem perennially allergic to finding anything since it moved beyond me.
Thanks all for keeping the interest ongoing! A Mage game is in the works. Revised is cleaner, while M20 is way more gonzo I admit. But I do appreciate the thorough compilation of everything in one volume, although I suspect we'll have to take out a few tedious things for PbP purposes.
I'm very encouraged, so watch out for a new recruitment thread soon!
With the number of interest (i'm interested, but my experience is Vampire and Werewolf) how many players are you looking at taking or are you also looking at multiple Storytellers?
I see I'm far too late for the Vampire games, but I'd like to be put on the waitlist for those if there's room. I'm a big VtM fan, and I thank you for hearing my interest.
Excited to hear that a Mage game is in the works. I'm also still contemplating running another VTM game (or maybe something else), just can't seem to decide on the place and core theme/mood. I've been rereading the New Your by Night book, after Tiffany mentioned it, as the only two things i remember from it were "that's not how you pronounce Aisling" and "THERE ARE TZIMISCE IN THE SEWERS!".
@PlebeianG
In terms of Mage editions, i'd say that we have:
1)2ed - simplest rules, hopeful, cosmic adventures, with the "i can change the world!" attitude
3)3e/revised - gritty, depressive street-level survival, "the war is over and everybody lost"
4)M20 - a massive compilation tome, pretty much "everything everywhere all at once". utter (optional and not) bloat.
Excited to hear that a Mage game is in the works. I'm also still contemplating running another VTM game (or maybe something else), just can't seem to decide on the place and core theme/mood. I've been rereading the New Your by Night book, after Tiffany mentioned it, as the only two things i remember from it were "that's not how you pronounce Aisling" and "THERE ARE TZIMISCE IN THE SEWERS!".
@PlebeianG
In terms of Mage editions, i'd say that we have:
1)2ed - simplest rules, hopeful, cosmic adventures, with the "i can change the world!" attitude
3)3e/revised - gritty, depressive street-level survival, "the war is over and everybody lost"
4)M20 - a massive compilation tome, pretty much "everything everywhere all at once". utter (optional and not) bloat.
My vote would be M20 and let the storyteller have the freedom to build without the 'but the rules say this' arguments that might arise.
Not just any Tzimische, the entire Cathedral of Flesh!
Mage is mage, and I will play any version you offer, though I do have a few issues with M20. In some way, it's too much mage to handle, and rather than just a collection of all the rules in a metaplot free package, it makes a few changes to the fundamental rules of the setting.
Though it should have always been the Society of Ether, and I shall die on that hill, ether goggles in hand!
I yeah I know I'm being grumpy about unimportant stuff!
Really nice to see a whole bunch of us still keeping the interest alive through all the different editions of Mage, and also Vampire for that matter. My take is certainly that the edition to use is the one that evokes whatever we want the game to best represent. Loving the edition debate!
@PlebieanG I did pitch a starter one-shot for those who wanted to dip their toes into WoD, best way to learn it is to play a straightforward starter scenario without thinking too hard about setting or edition.
@reversia.ch Chicago will always have a soft spot in my heart because it's the first setting, and because there's so much rich detail to use. But I can see why avoiding it in order to avoid overfamiliarity is a thing.
I will say that the improvising magic is what drawing me most to the system
I feel like what gives it more gravity is the belief - a VA and Verbena trying to produce the same effect would do wildly different things, because they believe that it will work. Though it can be a double-edged sword, i suppose. What if your character faith and belief doesn't align well with any Tradition/Convention? Gotta pick up that "Orphan's survival guide" at that point.
Been a while, but Orphans really isn't worth it! And you're right about how paradigm effects a Mages view on the world is fascinating, hard to cover well in this format though.
Been a while, but Orphans really isn't worth it! And you're right about how paradigm effects a Mages view on the world is fascinating, hard to cover well in this format though.
I belive that the PBP format allows each player the time they need to express their mage's view on the world
Sorry, should have been clearer, I love me some bryonic gothic Hollow Ones and their ilk. The Orphan Survival Guide, however, really isn't worth it if you're looking for interesting material on of them.
I'll admit that this is all from memory, though it's telling that it's not with my other Mage books!
Sorry, should have been clearer, I love me some bryonic gothic Hollow Ones and their ilk. The Orphan Survival Guide, however, really isn't worth it if you're looking for interesting material on of them.
I'll admit that this is all from memory, though it's telling that it's not with my other Mage books!
I think it was one of those general books, that went to more for feeling than rules. That was the one where the reader was sitting in a cafe with a Hollower in early chapters, i believe. Gotta reread it. Kinda makes sense that it would be broad, given that Orphan can literally be anyone doing anything any sort of way. It does begs the question about Hollowers themselves - how do they fare these days? What are Gen Z and Y (that's what the next one referred to as, right?) Hollow Ones look like. I remember seeing interesting title on a Youtube video once, was something like "Rise of Aesthetics/Death of Subcultures". So what is a modern Hollower? How do they feel about the "old" guard and vice versa?
I've started a VTMxMTA chronicle and we're still looking for a few good licks. Posting here in case folks who subbed to this thread missed the recruitment for it - Singing streets.
I've started a VTMxMTA chronicle and we're still looking for a few good licks. Posting here in case folks who subbed to this thread missed the recruitment for it - Singing streets.
Thank you, but I'm mostly interested in a Mage game, not a mixed one
Following this discussion, I've been planning on running a Changeling: the Dreaming game, using the 20th anniversary edition ruleset.
I initially spent time working on a broader setting, using Detroit, Michigan to echo the themes of loss and decay that can be found in CtD. However, I decided that there is a good quickstart adventure available, and will use that to get the motley into the game, then expand to Detroit only if we all like the system and playing together. As such, it is only a short game that you'd be committing too, but it has the potential of expanding to a broader semi-sandbox style game.
It doesn't seem to feature much native leeches, interestingly enough. No South America esque "Drowned Legacies".
Looking at it now, 1ed Werewolf covered a lot of ground. There is Rage across Russia as well. Not a lot on it apart from Brujah Council and Baba Yaga that i can remember being mentioned in Vampire books. Maybe Orodea League or something.
Same, same. Wouldn't mind playing VTM or maybe WTA. I've contemplated running another VTM game myself, but that would be pushing it. I'm lucky (and thankful) enough as it is that folks stuck out in my games despite me-related slowdowns. Don't want to spread myself too thin by starting too many.
Would be interesting to see how other, more experienced STs handle things. Here's hoping that spooky October will put someone in the mood for some broody vampire game.
I planned a (nWoD/CoD) "Innocents" Halloween one shot that I'm gonna run for my in person groups, and I would also love to run it here, but my work is getting busy and I don't have the time right now to do another game...
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Somehow, Vampires are probably not the most dangerous thing down there.
The poor Bunyip. . .
I dropped all my games a year ago almost runnung & playing, but I am feeling the desire to slowly come back in if anyone is running something with open recruitment
Curious, how much prep do you do for your VtM chronicles, assuming there is little-to-no info on the city in the books? Do you write the whole court, each individual of importance described or just outlined? Or are you more of a "wing it" ST? How much prep is too much and how much it too little?
VTM: Initial Prep for a New City
I set up first the initial factions (not just the big two, but subfactions and outsiders as well), and try and illustrate what they're up to, big picture stuff. Then I work out the movers and shakers, and how they fit into the faction goals - I always try to introduce some friction. Lastly, I work out how the PCs will enter the scene, and work out the connections from them to the factions.
I feel that within this system there must be instability of some kind, as I find that's where the drama for a chronicle lies - what happens if someone disrupts the fragile balance? So I go back and make sure I know where those stress points are.
Once I know what I need, then I usually play fast and loose with the NPC stat blocks until they're needed. In fact, I often use an oWoD NPC reference that I have to Google each time and grab stats for a canon NPC of similar clan, gen, background.
Major NPCs that the PCs will interact with regularly will get much more detail.
Lastly, after the first two sessions, you realize most of that needs to be subtly reworked to for the player styles and demonstrated interests.
With no canon info, and assuming it is a Cam campaign, and that the campaign is focused largely on Camarilla relationships/politics and tasks (as opposed to, say, militant actions against the Sabbat, or just day-in-the-life-Vampiring, etc)? I'd at least do a "relationship web" that includes:
The Prince
The Sheriff
The Harpy
Each member of the Primogen Council (the number of which can vary)
Including a name, a motive, and a one word descriptor for the relationship or attitude of each member towards each of the other members of the web.
I find political intrigue really difficult (basically impossible, if I want to achieve a consistent and interesting dynamic) to improvise.
YMMV in that regard.
I also like to kick campaigns off in the middle, or on the precipice, of some sort of big action or Situation. So I would also prep a "Starting Situation" of some sort, that points the Coterie in a direction to get them going.
A hunt for a rogue Cam member, with the "reward" of Amaranth?
That is interesting. My approach so far has been to first create/pick/adapt all/most important NPCs and then work out what these characters are up to - what plot threads are they involved in, what ideas they hold and if they belong to any group/agenda. So kinda working backwards.
Do you have any particular approach to the random NPCs that players sometimes (often?) end up dragging into the fray? Do you keep a few generalized templates for such events or just improvise on the spot?
That is interesting. My approach so far has been to first create/pick/adapt all/most important NPCs and then work out what these characters are up to - what plot threads are they involved in, what ideas they hold and if they belong to any group/agenda. So kinda working backwards.
What I described was the minimum I'd recommend doing (most important parties, imo, no stats - which clearly needs to come along eventually, etc). But I don't see the result of what you describe as being particularly different from a relationship web.
The components of the web (motivations and views of each other/relationships) tell you a lot about what each group (the Cam Court, each clan, etc) might be up to.
And without further definition (which can take a lot of work to develop), I would rely heavily on clan tropes and stereotypes draped upon the "bones" or scaffolding of the web to define "ideas they hold" and groups and agendas and things. There's little value in me re-inventing/working things that are already established by the greater lore, I'll use that work as much as I can.
A web is maybe kind of like the difference between "writing a plot" and "writing a situation".
A relationship web gives you a broad situation for them to play around in, and a framework to adapt the story to whatever they choose to do with that.
Writing out specific plot threads only gives you plot threads. What happens when the threads snap?
That's the hope/idea/philosophy for me, the execution may not be so smooth ofc.
Quote:
Do you have any particular approach to the random NPCs that players sometimes (often?) end up dragging into the fray? Do you keep a few generalized templates for such events or just improvise on the spot?
Good question. I'm maybe not 100% sure what you're referencing, but the most common NPCs that players tend to drag into the story are those associated with Backgrounds, right?
And I probably tend to view and handle those very mechanically.
In that; I'm not going to "write them into" the story. That's the players job right? They're certainly their, somewhere, commensurate to the number of dots that were allocated to them, but they're living their own (un)lives, telling their own stories, and they only come into ours as the resource that they represent. The player will get the value (and narrative) out of them such as is demanded by, again, the dots allocated to them.
But they're not going to be ever present, or an integral part of the story (unless ofc that is what their dot allocation demands - Retainer). Often un-statted - they are the stat. They're like an ability or attribute, they come into play when the character calls them into play, the player rolls the dice they represent, and the player gets out of them the XP they have invested in them.
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If you're talking about more narrative-based ones ("I'm a vampire now, but my mom still lives in this city. I go to visit her sometimes.")? Yea, those can just stay narrative, until they can't, then yea, probably improvise any dice pools needed. Not even on a attribute/ability basis, just: "oh yea, mom has probably just 4 dice in that"...
Good question. I'm maybe not 100% sure what you're referencing, but the most common NPCs that players tend to drag into the story are those associated with Backgrounds, right?
Nope, I actually was referring to regular people/supernaturals that players love to latch on to. The DnD equivalent of "we took in that random goblin child and raised him throughout the campaign, naming him Gobby. He survived most of the campaign, dying heroically in the battle with the Big Bad. We all cried." You know, when the player feeds on some random pedestrian/club goer, and then continues to stalk them after the fact, ghouling them or otherwise dragging that poor sob into the web of Cainite intrigue. Random people who witnessed the PCs doing something crazy is another example. Generic NPCs that players show sudden interest in and insist on bringing them in and along.
Yea, so those would fall into the category of "just narrative until they can't remain just narrative" (when they're feeding on them in the club, they're just narrative, they have and need no stats at that time - the vampire is testing against a situational Difficulty, not an opposed check).
When they can't remain just narrative is when they continue to stalk them. Then I'm improvising a pool, as needed, case by case basis. If they fit loosely with a template in the books, then I'll use that, or riff off that.
Then when they ghoul them, then they're getting stats and a character sheet.
Buried Shallow - my V20 Sabbat chronicle. There have been a few exits, so we might look for 1 or 2 more people soon-ish. I'll post here if/when that happens.Feel free to add any chronicles I missed.There aren't that many WoD games around, I agree. And while I do understand the desire to play in one, it might be good to think about maybe trying to ST your own little thing? @Kingo @TechnocratSloth15 Be the change you want to see and all that. That's how I started and I gotta say it is pretty fun storytelling. Just a thought.
Damn it, I have a very soft spot for Mage, and it's so rare to see one in the wild...
The problem with WoD is that there's far too much back and forward to work well for pbp. So I roll attack, the ST rolls Dodge, then I roll Damage, and the ST rolls Soak. And then if we're lucky, something happens and we can move on to the next person who makes the same kind of rolls!
Obviously it can and has been done, but it doesn't make it any easier.
Damn it, I have a very soft spot for Mage, and it's so rare to see one in the wild...
The problem with WoD is that there's far too much back and forward to work well for pbp. So I roll attack, the ST rolls Dodge, then I roll Damage, and the ST rolls Soak. And then if we're lucky, something happens and we can move on to the next person who makes the same kind of rolls!
Obviously it can and has been done, but it doesn't make it any easier.
You are not alone with the soft spot for Mage. I feel that in PBP there are room to expande on your characters paradime.
But you are right, with the roll and counter rolls mechanics its a clonky system for PBP
In WoD games I played (mostly Werewolf and Vampire) we would roll attack and damage, and the target responded with dodge and soak to cut the interactions in half. And the target would only have to roll immediately if the damage potentially caused incapacitation so the game could keep rolling.
Outside of combat, which yes does have a lot of back and forth rolling, the ST system is truly excellent for pbp, imo
In part because lots of important things (like Backgrounds) can act as as a rating that just tells you what a character can or cannot do without rolling. And beyond that, the dice are just powerful/can convey a lot of narrative with a single roll.
And for combat...
Chronicles of Darkness as well as the WoD5 lines have rules for one roll combat that is recommended to be used when combat doesn't/shouldn't really carry the risk of death for the characters based on the opponents/circumstances (which is frankly most combat in Chronicles, in my experience), which completely eliminates the earlier critique mentioned here.
The full combat rules are still there ofc for combat that should shape the course of the campaign.
But again the dice are powerful in the ST system and it doesn't require that you roll a lot most of the time if you don't want to.
Damn it, I have a very soft spot for Mage, and it's so rare to see one in the wild...
The problem with WoD is that there's far too much back and forward to work well for pbp. So I roll attack, the ST rolls Dodge, then I roll Damage, and the ST rolls Soak. And then if we're lucky, something happens and we can move on to the next person who makes the same kind of rolls!
Obviously it can and has been done, but it doesn't make it any easier.
I would happily put up with this to get to play my Man in Black NWO agent
I would happily put up with this to get to play my Man in Black NWO agent
I mean... it just so happens that our player who rolled up a Techno has... seemingly disappeared from the forums.
(Anyone know if MaJunior is okay, btw?)
There's a number of caveats that would have to come with an invite...
1. You would be playing a Techno who is teamed up with two Traditions Mages.
2. I am a former player who has taken over this Mage game when the ST had to bow out.
3. This is the first Mage Chronicle I've ever ran. I've played a Dark Ages Mage and ST'd for a Mage in mixed-splat Chronicles, but that's about it. My Mage-lore isn't super strong.
4. Pretty much only planning on this being a one shot. Personally I wouldn't have made some of the choices that the ST who kicked this off made. And I'm basically just doing this because it was a convenient opportunity to get my feet wet with Mage STing (and I just wanted to see some good ol' Sphere-work!). So... be aware of it's limited scope.
But...
If none of that is a deal breaker for you?
I've held this spot for Ma WAY longer than I normally would for anyone, cuz we were kind of counting on him being there. And if there's someone who conveniently is looking to play a Techno?
It's a little too good of an opportunity to not slot you in.
1. For that, I would see him as a former Technocrat. Maybe he figured out the Union had Nephandi in it and ditched them?
2. Totally fine!
3. I am pretty new to Mage too, so it’s fine!
4. Disappointing, but still good.
I would absolutely love to join!
4. Pretty much only planning on this being a one shot. Personally I wouldn't have made some of the choices that the ST who kicked this off made. And I'm basically just doing this because it was a convenient opportunity to get my feet wet with Mage STing (and I just wanted to see some good ol' Sphere-work!). So... be aware of it's limited scope.
I actually been thinking of maybe taking over once you're done with the story you've set up. You know, make it a "round table" (I think that's the saying..) of STs/players. That way we can all (or at least me and you) try STing and get a chance to play.
I've bumped the recruitment thread for the Sabbat game, but just in case you missed it:
[ +- ] message
Due to some folk dropping/going on an extended hiatus, we can currently accommodate 1 or 2 more players.
About the game: this is a Sabbat chronicle where players start out as shovelheads. You've been violently plucked from the night streets of Chicago to be used as a pawn and an expendable soldier in the Sabbat's Holy War. The main group have finally made it to the Detroit and is about to dive deep into the treacherous world of Sabbat politics and lifestyle. This is a mature game, so expect violence, swearing, horror, etc - all the good vampire bits. Both Clan and Generation are rolled randomly - you can exclude certain Clans or default to Thin-Blooded Caitiff/Inceptor if you wish.
I have made the game public, so feel free to check out if it is to your liking. To repeat, this is a mature game, so reader discretion is advised.
What I'm looking for: a solid mortal character concept. I'm trying the best I can to emphasize the horror of being a vampire and I hope you are both interested in exploring the theme and will aid me in playing it out in full. This is not DnD, so what I'm not looking for are the concepts specifically designed to "fit in" with the Sabbat - there are no roles to fill. Only one of our 3 active characters can more or less reliably handle themselves in a fight and that is A-O-K. You can pull material from any book, but the idea is to go simple, raw and natural - a regular person thrown into a world of monsters, not a supernaturally aware, deep lore steeped, cool and collected enigma.
There have been some me-related bumps along the way, but I am committed to improving the game, making it enjoyable for all and seeing it through.
If any of this sounded interesting, you can shoot your concept either via PM or here, whichever you prefer. I'll leave this open until (or if) we find someone for whom the game and the already assembled pack can be a good fit and vice versa.
After watching some gameplay of the upcoming Vampire Bloodlines 2, I could see a character who was trying to figure out what kind of person he/she would be as a vampire. They would be trying out different styles, goth, techo, elitist, occultist, risque...
That kind of character is not a shovelhead
They would be trying out different styles, goth, techo, elitist, occultist, risque...
That's kinda a hodgepodge of words, not sure how any of them relate to the struggle of adjusting to your new existence as an undead being. I think someone cycling through all of those things is figuring out themselves as person, not a vampire.
The problem with WoD is that there's far too much back and forward to work well for pbp. So I roll attack, the ST rolls Dodge, then I roll Damage, and the ST rolls Soak. And then if we're lucky, something happens and we can move on to the next person who makes the same kind of rolls!
Obviously it can and has been done, but it doesn't make it any easier.
Why not just always roll damage with attacks, and always roll soak with defences?
Oh, interesting. Now I'll have to wonder if I want to try getting my first WtA experience (admittedly, as far as the WtA branch of WoD goes, I am more intrigued by other weres, such as Corax and Ananasi).
I think I got the core of it whipped together at work today-
The basic pitch is a game that takes place in three eras- modern(ish), the Wild West, and medieval times (the three times there are Werewokf sourcebooks to run, conveniently).
The players would each play a character in all three times (with the past lives background- you play as previous lives of your modern character).
There's a major threat that you have to deal with that spans all three timelines.
Naturally, there come futher questions to my mind:
Can the characters in the three timelines communicate with each another? Or would that be a kind of Ancestor-driven communication? More a Memento-like game or parallel game? Same areas in the three timelines or different ones?
It would be more of a "Momento" style game- you'd slowly learn more as you played each chapter, alternating between the three timelines but all forming a cohesive story-- I'm working on it, probably need five to fill out the group-- one for each auspice and then require the auspices to be different in each time period (So if you're ahroun in the present you might be theurge in wild west and ragabash in Dark Ages etc).
That sounds like an ambitious but also fantastic game.
I'm very interested
I think that running tight chapters would be best way to keep everything sync'ed
Perhaps use a jeep-roleplay tecknique, by providing an end goal for each chapter, up front. This can help guide the players, without depriving them of choices.
Example.
Quote:
In this chapter each of your characters will have their first change.
X will be disowned by his family.
Y will be presumed dead by his family.
Z will still be around his family
Quote:
In this chapter the pack will attend the midsummer blot, where they will make a new friend and two new enemies.
They will write their stories in the stone in the deep cave (to be discovered in the modern era)
As you see its very open ended, but gives the characters something to steer their actions and connect plot ploints
All three characters of one player could be linked to the same ancestor. Or all characters with the same auspice.
If the play would be at three different areas, say DarkAges in the Levante, Wild West in the U.S. and modern in Europe, it spans half the world. If the play would be at the same area, we could delve deeper into the place, for example, discover a caern which was formerly known by an earlier pack...
Glad to see this collective WoD interest thread still fabulously alive and well!
I mistimed the V5 one I started, no thanks to a health scare, and lost momentum on that. But am game to pitch something afresh.
That is unfortunate about the V5 game, was reading that one with a mixture of interest and dread (the hunger dice!).
Personally, I'd be most interested to play a standard, modern V20 chronicle. Contemplated started another one myself, but decided against it for now. Put some thought and work into several ideas (including the Newcomers thing) but nothing yet. Plus, I'd rather save space in case something interesting appears.
Best: Tzimisce. The only thing better than Vicissitude is what Alex Mercer can do. Plus, the dangerous-but-hospitable territorial fiend is a cool archetype. As is all the weirdness from things like path of metamorphosis and inhumanly beautiful forms.
Honourable mention: Kiasyd. Fun æsthetics, cool archetype (that got hijacked by Beckett in Bloodlines to great success), interesting (though not as cool) signature discipline.
Worst: probably Samedi. A disproportionally bad clan flaw, no interesting schticks, and a dubiously 'balancing' signature discipline.
Best: Setite. The most socialite clan in my opinion.
Honourable mentions: Tzimisce. Unbound possibilities, dark aesthetics. Assamites. Only after they got their full background, then the mages were great.
Worst: Ventrue. The most boring clan ever written. Toreador. The second most boring clan. Tremere. The most annoying clan.
[ +- ] bonus drama answer
For a standard TTRPG, I'd say no. In VtA, I'm not so sure...
Favorite: Lasombra - To me they personify the darkness of WoD (see what I did there) but more importantly the politicking.
My least favorite would be: Giovanni - I just never got the appeal or the attention they get.
[ +- ] Bonus Drama
For sure I think this does speak to the player. Each of the clans may be better at certain styles of play, and the choice so informs what the player wants from the game. With the exception of playing against type, of course.
First, they're Independent - yet respected. The Cam sucks so hard, being independent is awesome.
Second, the necromancy stuff is just great. Thematically, it's right up my 90s kid/Type O Negative-loving alley. And mechanically, it's quite powerful, in a subtle political/social/Masquerade-y way (i.e. not just raw magic eff-you power, like, yawn those short-sighted Tremere).
Third, the clan curse is great too! Old school monstrous vampire. Whoever in the annals of history first decided that humans should moan and writhe when they're bitten by a vampire is why we have Twilight today.
Fourth, just don't look too closely at the incest stuff!
Perfect.
I think people's choices of Background dots says more about them lol
One thing I did like about V5 was making all the necromancers join their own family as the Hecata. One day I should do a campaign where the players have to get everyone together so the group forms with (minimum) bloodshed.
More they all merge together after Daddy Giovanni get chomped by in the Shadowlands and a peace treaty between the Giovanni and the Camarilla running out. So it's half a dozen bloodlines in a trenchcoat pretending to be a clan!
This "family reunion" plot is one of the dumb changes V5 brought. Harbingers joining hands with Giovanni and Infitiores? Yeah, I don't think so. Centuries if not millennia of hate erased by what? That Second Inquisition nonsense? No thanks. And why are Samedi and Nagaraja even there? Not to mention the long gone Lamia. Sigh.As for the Clans, the ones that resonate are:
Ravnos - the endless vagabond in search of a reality he can never reach.
Gangrel - a primal descent, wondering the last vestiges of purity (plus a much more interesting tale of transhumanism than "look at all the tentacles I've put on my head" Tzimisce).
Malkavian - longing for the knowledge that you know will drive you madder.
Tremere - not for the Magic(k)s, but for the much hated (for some reason) Pyramid and an academic bend.The ones that do not resonate:
Brujah - losing your cool all the time? No thanks. Plus two narratively poor, physical Disciplines.
Nosferatu and Samedi - ew. Just ew.
Lhiannan - so, just sitting in the forest all the time. An exciting chronicle that will be.
I always read it as the Harbringers just biding their time. With the beckoning and the Sabbat running around the Middle East, they have no real safe harbour. So, where better than the house of your enemy whilst you plot their true downfall? I'll admit that the Lamia and Nagaraja are a stretch but I have a soft spot for 'em so I (personally) give them a pass!
Beckoning.. stuff aside, did they need a safe harbor? They sided with the Sabbat because the Cam royally screwed them back in the day by allowing the Giovannis to hunt them down unabated. It's the family and the Camarilla who are afraid of the Harbingers, not the other way around.
One potential way to spin a similar sort of story is to lean on the post-Maelstrom metaplot and the ideas/rules for Harbinger "neonates" presented in "Lore of the Bloodlines"; with the Harbingers taking over the Giovanni holdings, converting or destroying the family members. Maybe even resurrecting the Lamia somehow.
So I've recently properly finished reading "Montreal by Night" and it was.. quite an experience, certainly not something Paradox execs would dare to dip their toes in now. There wasn't that much.. unwholesomeness, but stuff that was there stood out tall and bright. With that in mind..
What's your take on "Black Dog" books? Sad to see them go or glad the new regime did not resurrect the infamous imprint? What were your favourite/least favourite books from the series?
What's your take on "Black Dog" books? Sad to see them go or glad the new regime did not resurrect the infamous imprint? What were your favourite/least favourite books from the series?
The glory days of White Wolf were marked by being an edgy, transgressive, public panic inducing company. With books that are sold in black bags, and court procedings where people blame the game for their own misdeeds, to Jack Chick's delight. They rocked the boat of society and stood proud.
The current régime are not as brave as White Wolf's legacy deserves and are more afraid of public backlash. Whether or not one likes the new WW, it certainly is not faithful to its roots.
I'm curious - has anyone actually tried to run their players or achieve with their own characters the "higher states" of being in WoD - Golconda, Ascension, uhh.. wraiths had something like as well, I think? What did the process entail? How long did it take? Was it actually fulfilling? Did the character act after achieving this feat or was it their peak and an ending to their journey?
I haven't - at first I was a novice GM such a deep investment needing a stable and serious long-term narrative was unthinkable, and then I drifted away from WoD, but I still find the idea intriguing, particularly Ascension/Archmagedom, and maybe the Archmagedom of Awakening. I know too little of Wraith and it has an approachability issue. I'd be curious about ascended Tiger-Demons and maybe high-tier Solars in Exalted though.
Those campaign goals feel so mythic, epic, and unachievable, much like the stereotypical zero-to-demigod campaigns that sometimes get planned but never seem to reach the goal (partially because campaigns risk ending prematurely, partially because some GMs often go 'not yet, better add more filler before letting big changes happen in the narrative). Which I find highly unfortunate, as I have played other settings where the PCs started achieved similarly ambitious goals after long long narratives of overcoming challenges one step at a time.
It's a question I've asked myself periodically through many campaigns. Truth is, I can't think of way to make it interesting in the shared meat space -- as in, what would the players be doing in this? "I roll for my PC to meditate on their existential dilemma inherent in being a perfectly designed predator who wants to transcend the need for everything that makes them so perfect."
"Okay, you meditate for thirty years and order a couple treatises on eBay. Roll Self Control, difficulty 10."
Or would they have to travel the world, chasing red herrings until they investigate the few legitimate instances of actual success? That could be a good campaign arc, but only if the players were REALLY interested in achieving this.
It's a question I've asked myself periodically through many campaigns. Truth is, I can't think of way to make it interesting in the shared meat space -- as in, what would the players be doing in this? "I roll for my PC to meditate on their existential dilemma inherent in being a perfectly designed predator who wants to transcend the need for everything that makes them so perfect."
"Okay, you meditate for thirty years and order a couple treatises on eBay. Roll Self Control, difficulty 10."
Or would they have to travel the world, chasing red herrings until they investigate the few legitimate instances of actual success? That could be a good campaign arc, but only if the players were REALLY interested in achieving this.
Is that really how it works? I'm not knowledgeable in Golconda, but IIRC it involved stuff like living in the world while maintaining high Humanity before it worked, and that seems like a playable thing - after indeed chasing some leads and researching the rest of the methodology.
For Wraith, it involves resolving Fetters and making peace with one's Shadow or something, which, once again, seems playable. For Mages, it involves achieving high Arete and Spheres and figuring out where one's Paradigm was narrow-minded, for the other Mages it involves a bunch of different paths to enlightenment too.
Truth is, I can't think of way to make it interesting in the shared meat space -- as in, what would the players be doing in this?
That was my thinking as well. How do you describe an enlightenment for it to have actual weight, heft, meaning? Maybe I'm just not imaginative enough, but I feel like that "leap" from ignorance to understanding to enlightenment is left vague for a reason - it's not something that is meant to be described but experienced. That being said, having a chronicle chronicling a character going from ignorance to understanding and then making the next leap a bit more obscure might feel fulfilling enough if the process of learning was itself deep, involved and satisfying.
vicky_molokh says:
Those campaign goals feel so mythic, epic, and unachievable, much like the stereotypical zero-to-demigod campaigns
I feel like the "higher states" of WoD differ from the typical epic fantasy fair of ascensions to goodhood in that they are less about the power level and more about personal discovery. A higher Generation Cainite who managed to achieve Golconda is hardly a match for even a young Methuselahs. Mage who achieves Ascension usually removes himself from world, hence why they are rarely encountered.
I also found it pretty strange that vampires chasing Golconda have to maintain only high Humanity. Why are Paths excluded? I'm not too familiar with Dark Age's Roads, but how did those worked? And if they did, why don't Paths?
Those campaign goals feel so mythic, epic, and unachievable, much like the stereotypical zero-to-demigod campaigns
I feel like the "higher states" of WoD differ from the typical epic fantasy fair of ascensions to goodhood in that they are less about the power level and more about personal discovery. A higher Generation Cainite who managed to achieve Golconda is hardly a match for even a young Methuselahs. Mage who achieves Ascension usually removes himself from world, hence why they are rarely encountered.
I also found it pretty strange that vampires chasing Golconda have to maintain only high Humanity. Why are Paths excluded? I'm not too familiar with Dark Age's Roads, but how did those worked? And if they did, why don't Paths?
I was thinking of stuff like Archmages on the path to Ascension - Arete 6+ ones. Sure, eventually they may remove themselves from the world (unless they take the Bodhisatva path or something), but before that happens, they have a long path ahead. Similarly, for CoD Archmages on the path to ascension have a lot of stuff, and the paths vary.
As for Paths of Enlightenment, probably has something to do with those being generally 'monstrous', which seems at odds with the humanist portrayal of Golconda.
Hey, quick question. Does anybody remember/know if this was an official thing? Auspex users being able to identify one another, because any use of Auspex makes your eyes glow blue, but it is only visible to other people with Auspex? So, for example, if you're at the Prince's banquet and decide to Aura Read, every other Auspex user in the room will know because the color of your eyes will change, akin to Protean 1 Eyes of the Beast.
I asked ChatGPT to review the official sources and it reports finding no such mention.
However, I REALLY like that as a homebrew rule. I'll think about adding it to my ongoing chronicle, as it's early enough that that could be a thing they've not yet encountered.
[ +- ] ChatGPT output
I checked official Vampire: The Masquerade texts and reputable compendia (principally the core rulebooks and discipline descriptions) for anything about Auspex use causing an eyes-glow effect that’s only visible to other Auspex users, and here’s what the official material actually says:
✅ Official RAW Statements (Across Editions)
1. Auspex does not manifest any visible effect on the user’s body, eyes, etc.
The discipline’s core description explicitly notes that Auspex "never by itself manifests in a way visible to the naked eye or causes effects that can’t be rationalized." That includes while it’s being actively used.
Roll20
2. That’s true in most canonical Vampire: The Masquerade texts (including Revised/20th/older editions).
The V20 and similar rule summaries confirm Auspex grants heightened perception, aura/supernatural detection, etc. but doesn’t make the user physically glow or have a visible power effect in public.
Polenthlair
3. There’s no official text stating that Auspex makes a user’s eyes glow blue, red, or any color — either to everyone or selectively only to other Auspex users.
Searches of both core Discipline descriptions and community quotations of rulebook text don’t locate any such eye-glow mechanic.
Roll20
✅ Why the Myth Might Exist
Homebrew / house-rule tradition: Many STs and players add narrative flair like "eyes glow when Auspex is used," but that’s not something the official books say.
Community discussions (e.g., on Reddit) explicitly note that such eye-glow flavor is not found in official text; players sometimes remember it from home games or from other systems.
Reddit
Confusion with other mechanics:
Protean’s Eyes of the Beast power does describe a visual effect — a red gleam/eyes changing when active — but that’s a different Discipline, not Auspex.
White Wolf Wiki
Some Necromancy effects in other lines show physically visible changes (e.g., eye glows when perceiving ghosts), but this is not Auspex.
Reddit
🧠 So What Is Canon?
RAW Auspex = no visible eye glow at all when activated.
Nothing in official source books states that Auspex use causes eyes to glow only visible to other Auspex users — that concept appears to be purely homebrew/third-party narrative flavor.
Feel free to include an eye-glow effect in your chronicle as a narrative cue if you and your group like it — just know that it’s not in the official rules source texts.
Sigh. Thanks for checking. If it wasn't from the books, then where the hell did I pulled it from? I already used this in both of my VtM chronicles, so I guess I'll check with the players, see if they're fine with this change.
I've always understood from the various versions of the books, and also played/GMed Aura Perception as something the Auspex user does without anyone being able to know they are doing so. I don't remember anywhere that allows Auspex users to sense each other the moment they use the discipline. It would make for some very strange interactions in the other powers, eg it would make Heightened Senses weird (you can sense things, but others know you're sensing them), and Telepathy would be way less impactful (others will know you're speaking mentally). I imagine Auspex to be one of the quiet passive disciplines.
Maybe it's from pop culture? Media loves to depict use of powers with a glow, or a flash of eye colour. XD
Maybe it's from pop culture? Media loves to depict use of powers with a glow, or a flash of eye colour. XD
I distinctly remember something about this effect stopping people from using Auspex inside Elysium (since the use of Disciplines is technically forbidden) for the fear of being discovered by their peers.
BedzoneII says:
It would make for some very strange interactions in the other powers, eg it would make Heightened Senses weird (you can sense things, but others know you're sensing them), and Telepathy would be way less impactful (others will know you're speaking mentally). I imagine Auspex to be one of the quiet passive disciplines.
Other vampires do not know what you doing, just that you are doing it. You might be simply sharpening your senses because you're hard of hearing or you could be skimming the thoughts of the top of Tremere Primogen's head. The "blue glow" effect limits these uses in public spaces, where you know other hyper-perceptive vampires dwell.
I will add my voice to those saying they are not aware of such an effect.
Using Auspex is actually pretty common in Elysium in my experience.
As with all of the rules of Vampires, it's not important that you follow the rules, it's only important that you not get caught not-following the rules.
Using Auspex is actually pretty common in Elysium in my experience.
That just feels off though. If no one was following the "no Disciplines" rule and there was no obvious way to detect it, would the guests be able to properly relax? With some schmuck listening in on the conversations using Heightened Senses or some Malkavian creep hiding in the toilets, Aura Reading. While I do get that the Elysiums are supposed to be (high level Camarilla ones, at least) close to an official function, such as diplomatic talks or royal audience, so nothing is revealed plainly, instead wordplay, intonations and other tools of the social dance being used, still.. Freely using Auspex just doesn't feel right.
Well, I guess the Golcondas and Ascensions are somewhat involved and nebulous processes.. but how about vampiric Paths of Enlightenment? Has your Cainite ever managed to shift his perceptions of human morality to one of artificial, alien, inhuman Paths? Have you guided one of your players through such a change? How long did it take in-game and out? Did the character actually change and if so, how?
Paths of Enlightenment are a routine thing that happens a lot in the Sabbat. I've had some players play Paths, this is no more arbitrary or strange than the list provided for Humanity (if you don't think it's an odd list, consider e.g. that it places property damage at rating 5, but has no penalties for battering/biting nonconsenting people and drinking their blood, even though it's central to VtM). And IIRC one PC did start out on Humanity and shift to some Path, but it was a long time ago and it was my first campaign, so it was a bit bumpy and not very well-described. But then again, RPGs regularly gloss over a lot of stuff. IIRC it took under a month in-character, and a few sessions out of character.
I run Sabbat based games as often as Camarilla, and Paths of Enlightenment are certainly something that I have NPCs encourage.
When a PC wants to switch then they need a mentor of course, but we make it a downtime activity, something that can only occur during a time-skip of at least several months.
In one campaign a PC wanted to switch during regular play, so I had them reduce their Humanity down to one or two by committing Sins appropriate to the intended Path, then they can switch, and have to build the Path rating up from there with xp.
It's one of those things that are hard to portray properly. You take too little time - whether in-game or by skipping it with downtiming - and you miss out on what makes Paths and switching to them great - that gradual slide, descent and shift of perspectives and perception from normal to completely alien. Just wouldn't feel earned, I feel like. On the other hand spending years in-game, especially in one that is slow moving, is just not feasible.
vicky_molokh says:
if you don't think it's an odd list, consider e.g. that it places property damage at rating 5, but has no penalties for battering/biting nonconsenting people and drinking their blood, even though it's central to VtM
I'd put assault for the purpose of feeding (assuming vampire is hungry) at 4 - "Impassioned Violation". You violated someone's freedom to.. be?, but you've done it while under the influence of Beast/hunger. If you're doing it on purpose - hunting only "evil" people, to then violently drain them, for example, that would go into 3 - "Planned Violation".
Using Auspex is actually pretty common in Elysium in my experience.
That just feels off though. If no one was following the "no Disciplines" rule and there was no obvious way to detect it, would the guests be able to properly relax? With some schmuck listening in on the conversations using Heightened Senses or some Malkavian creep hiding in the toilets, Aura Reading. While I do get that the Elysiums are supposed to be (high level Camarilla ones, at least) close to an official function, such as diplomatic talks or royal audience, so nothing is revealed plainly, instead wordplay, intonations and other tools of the social dance being used, still.. Freely using Auspex just doesn't feel right.
Looks like the discussion has moved on, but I guess I would also never have thought of Elysium as a place where you can relax.
Looks like the discussion has moved on, but I guess I would also never have thought of Elysium as a place where you can relax.
No reason not continue old conversations! I try bumping with questions, when I can think of anything interesting. As for Elysiums, I guess I imagine them as more an arena for showing off your "mundane" social prowess. Using Auspex or any other Disciplines inside kinda goes against that, making the battles of words and meanings less impressive and uhh.. bland? Not that much of an achievement to make a Kindred frenzy if you actively monitoring his aura to see which line of inquiry annoys him the most.
Honestly what it comes around to for me is, I'm trying to think if I've ever heard of an explicit prohibition of the use of Disciplines in Elysium.
It's been... decades since I've read any older reference book on the subject, and I just checked, I couldn't find any such rule amongst the Kindred listed in V20.
Absolutely there's a prohibition on harm or aggression and especially violence.
But I've had a storyteller that had the Prince use Auspex on me in Elysium (seeing my Diablerie veins), same ST different campaign had a Harpy use Auspex in Elysium on the group after we had moved on some Ventrue earlier, a Sheriff that used Potence to put on a physical display punching a statue bust (albeit as a threat, to maintain order amidst flaring tempers), I've had a PC that used Obfuscate in Elysium.
I understand the prohibition to be against violence, you're ensured protection from harm in Elysium.
I don't think I've heard it phrased as a prohibition on Disciplines.
Yeah, just checked as well and there is no mention of the "no Discipline" rule in the V20 core, nor in Revised core. I thought - was this another "rule" that I pulled from somewhere thinking it was in-canon (possibly from Bloodlines, where you couldn't use Disciplines in "Elysiums")? Few checked books later, I finally found a confirmation - in the Revised "Succubus Club" book - though, I'm pretty sure that is not where I got it from. Maybe one of the older V1 or V2 Chicago books, where I think the concept of Elysium first appeared?
Anyway, here's the relevant bit:
[ +- ]
Also, on the examples:
>Prince uses Auspex in Elysium
Smart one would've done it somewhere else, but assuming this Prince holds a tight grip on the city, Primogen, Elders in general, they'd probably be able to get away with it.
>Harpy use Auspex in Elysium on the group after we had moved on some Ventrue earlier
If found (considering said Harpy is probably gawking at a group, reading auras and what not, that seems likely), that'd be the end of that Harpy's tenure for sure.
>Sheriff that used Potence to put on a physical display punching a statue bust (albeit as a threat, to maintain order amidst flaring tempers)
It is part of the Sheriff's job to work security for Elysium, but depending on the crowd, such an unsightly display may loose that Sheriff some points. Not to mention there was another couple of rules that they broke that way - keep the Masquerade and not to destroy any works of art.
>PC that used Obfuscate in Elysium
That's the worst one by far. Considering your regular Elysium goer is often times an Elder, spotting an Obfuscated Kindred is less of a possibility and more of a certainty. Getting caught doing that would probably bar you from all Elysiums in the city, at least, if not exiled. That's how young ambitious neonates become pariahs.
Yea, so the Succubus Club is one Elysium in one city.
That's the original Succubus Club in Chicago, which was more or less shut down after the events of "Under the Blood Red Moon" crossover book, with the Succubus Club becoming a moving attraction later (as detailed in "Night of Prophecy). The first edition "Succubus Club" (1 or 2 edition era) book is about that particular Chicago club, while the Revised "Succubus Club: Dead Man's Party" (the one I quoted) is a supplement about vampire parties/social affairs in general, thus it talks about all the Elysiums, not just the one that used to be in Chicago.
Edit: though I would agree that supplemental material is more optional, even if it is technically "canon". It does makes sense though, I think.
I'm not trying to make you source/reference the notion, and I don't think it's a bad notion either - if it weren't largely unenforceable, but also one niche publication/book does not make it a universal rule for the kindred. Canon publication or not.
If it's just in one niche book about one niche thing, most players will never see it.
So that tells me it's not that important to the lore and possibly even just something that a single writer liked the notion of and/or put it in there because they needed it to reinforce the metaplot of that particular book.
And the editors didn't hate it and so didn't axe it.
But they didn't carry it through into later larger publications.
If the publishers thought that was "real"/important they would have written that into the basic description of Elysium.
The ST whom I really learned about and who finally helped me "get" VtM's social dynamics was/is a massive VtM ... "fan" (an inadequate word here). Played since the first ed (I started with WtA in like '01, never played VtM until like '09), LARPed MET for years, ran games that were hyper-focused on the social and political dynamics (Boons were HUGE and often what everyone was gaming for and around), and was just a vast well of knowledge of the clans and the lore, and...
Yea, don't recall once hearing this rule. He's the one that most of those things I talked about happened under.
So...
That's all I'm saying.
It's not a bad idea.
But it's a very specific take that isn't universal.
And, to me, the whole point of having it as a rule, would be to dance around it.
That's just the kind of game that I understand VtM to be.
If you're following the rules that the Cam and Elders impress upon you, you're doing it wrong, and you're going to die because of it.
Always great to see new WoD games appear! Not really feeling the "teenage years" vibe myself at the moment, so I'll settle in an observer role and cheer you on (and read along if the game is public). Good luck!
So as we do get occasional newbies who are interested in WoD stuff (with unfortunately low retention rate), I figured I might do a list of all/ the WoD games going around. As far as I know there aren't any active nWoD/CoD games running on GP (though I could swear I've seen some old ones for Demon and something else). If you know of any old/dead games - please provide the link and I'll add them in, since there is no searching for retired games. Likewise, as the "search" option for forums is currently not working, so if there were any interesting things - IC's, discussions, etc that you managed to bookmark - do share. It's always good to have more material to look/study as a new ST. I'll to keep the list updates as I'm able.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
[f=large centre]Active Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Legacy of Lazarus | MtAs20 | BedzoneII | No | [url=https://gamersplane.com/forums/thread/39654]link[/url] | Yes
It's a Kind of Magic | MtAs20 | [s]JoshuaMabry[/s] emsquared | ?? | [url=https://gamersplane.com/forums/thread/37941]link[/url] | Yes
Yours to Keep | CtD20 | Qralloq | No? | [url=https://gamersplane.com/forums/thread/38022]link[/url] | No
Edges of the Darkest Sky | WtA20 | Alordis | No? | [url=https://gamersplane.com/forums/thread/38955]link[/url] | Yes
Buried Shallow | V20/Revised | reversia.ch | No | [url=https://gamersplane.com/forums/thread/36810]link[/url] | No
[/table]
[f=large centre]Completed/Inactive/Dead Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Fereau City | V5 | Dirigible | ??? | [url=https://gamersplane.com/games/5127]link[/url] | Yes
Let the Streets Run Red | V5 | BedzoneII | - | [url=https://gamersplane.com/games/4926]link[/url] | Yes
World Of Darkness | VDA20 | emsquared | - | [url=https://gamersplane.com/forums/10336]link[/url] | Yes
Singing Streets, whispering alleys | WoD20 | reversia.ch | - | [url=https://gamersplane.com/games/4970/]link[/url] | Yes
[/table]
Other Links of Interest:
[url=https://gamersplane.com/forums/thread/21532/]Custom Character Sheet List[/url] - most of oWoD titles are included, good for practicing chargens.
[url=https://gamersplane.com/forums/thread/38186/]Vampire for Newcomers Idea[/url] - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Update: Added ems^2' old VDA20 game.
Update: Lazarus is live and closed.I've contemplated making a public WoD/CoD "repository" game to pool resources in, like char/shared NPC sheets, art/music, maps, rules, homebrew and discussions, but I'm not sure if it's needed, if it'll be useful to anyone or gain any traction. My own stuff is in too much disarray to bother atm. Thoughts?
I've played in a ... V20(?) game a few years back, that... maybe Qrolloq... ran? I may have had to leave that one due to Life.
Also created a character for a V5 game that I don't think ever really got off the ground. And also made a character for a 20th Edition Mortals game that I don't think ever saw play.
And I ran a V20DA game that ended a couple years back:
https://gamersplane.com/games/4141/
https://gamersplane.com/forums/10336
GP has a decent history of WoD games. But they do suffer from the frailties of all pbp games.
I've ran and played crossover WoD games but that was a long, long time ago. Sane group of players, different games, that eventually crossed over. I feel like it was easier back then, before the avalanche of splat books fur every separate WoD game line flooded the market.
We'd started out with V:tM and branched into a separate (but located in the same area bc I wasn't about to juggle two games with wholly separate settings) chronicles as we added W:tA to our game rotation.
W:tA was absolutely not my idea but the players were friends of mine so I reluctantly obliged. Eventually, the two chronicles plotlines began to entangle and a crossover was inevitable. So I gave them one... Wrangling the differing systems was a headache and definitely needed some house rules laid out beforehand to smooth the operation. Crossovers are do-able but a headache for the Storyteller. New WoD might have a bit if the bumpy rules things smoothed out but idk that much about new WoD, tbh.
We have one spot opening in my Werewolf game- we are just about through the Prologue.
This is a game that takes place in three timeliness in a kind of momento style revelations game.
Due to the composition of the group, you would be limited to specific auspices to replace the departing characters (Galliard in Dark Ages, Theurge in Wild West, and Ragabash in Modern).
Tried some crossovers in the earlier days. Some of them are truly hard to crossover, notably Mage with anything else, because the powers are so wildly flexible compared to the other games. Vampire and Changeling was weird, it felt that the characters had very different agendas. Did not try it with Wraith. My most successful was Vampire vs Werewolf really, in the era when this was such a big thing, with half my players as kindred and the other half as garou. It had to be a one shot because of the adversarial nature, with a few sessions, big fight at the end, good fun!
I've been reading along with your guys' WtA game and I gotta ask - is that amount of combat a normal occurrence? It seems like you're mostly rolling dice over there. Or is that just because it is the prologue bit? @Alordis
Come to think of it, it is a interesting question in itself. How often does combat happens in your WoD games? Do you embrace it's clunky system or try to avoid it as much as possible? Does it slowdown the game (irl vs. pbp) much? Do you run combat RAW or more narratively?
Yeah- the prologue was supposed to be three quick "get your feet wet" combats, but I overturned the "boss" one and forgot how much PBP combat can drag.
I do probably run more combat than typical for WoD games, but not nearly that much!
How often does combat happens in your WoD games? Do you embrace it's clunky system or try to avoid it as much as possible? Does it slowdown the game (irl vs. pbp) much? Do you run combat RAW or more narratively?
How often. When I GM (only irl), about every third to fifth scene, I think. Slowing down. Rules as written, it slows down the play considerably, so I try to limit it to situations where it's meaningful. Running combat RAW. I use a houserule to speed up combat, where the defensive rolls (dodge/block & soak) are fixed values, so combat needs half as much rolls and only from the offensive side. Now a conflict needs only a third of the time versus RAW.
We have one spot opening in my Werewolf game- we are just about through the Prologue.
This is a game that takes place in three timeliness in a kind of momento style revelations game.
Due to the composition of the group, you would be limited to specific auspices to replace the departing characters (Galliard in Dark Ages, Theurge in Wild West, and Ragabash in Modern).
Can you share what their concept is for each time line? nobles, barbarians, wanted bandits? or marshal, town folks, Native Americans, immigrants in the old west? and modern?
Traditions: I used to really like the Verbena solely for being Life-centric, but even back then felt pigeonholed by the stereotypically oldschool Paradigm and Foci. Nowadays I'm more enticed by Virtual Adepts and Hollow Ones/Orphans. I know relatively little about Conventions, and my favours are spread out: the Progenitors are cool for being Life-centric and having psionic foci among other things; the NWO seem stylish and are Mind-centric, which is also fun, but seem even more authoritarian than the Technocracy overall; the Syndics' only selling point is that apparently the have some very unconventional ideas about just to what degree demand will result in supply (and that's fun in the context of the Technocracy), but I'm not sure if interesting/enjoyable-to-play philosophies can fit into that Convention; Void Engineers' space-exploration-meets-ghostbusters style is intriguing, but I have little interest in Dimensional Science as a Sphere.
Disparate Alliance did nothing to me, at least in terms of the Crafts that it consists of. They all feel like niche-of-a-niche and not even niches I am all that intrigued by, so they are meh. There are also contentious matters about how much characterisation drift has been required over the editions to get a 'bothsides' kind of faction in the Ascension War (and cough Nephandisation creep cough).
In the editions I played, maxing out Arete at character creation seemed like such a nobrainer option that I question why the system allows PCs to start with different levels thereof instead of defining the starting level on a per-campaign basis. It drastically affects the most important rolls, it affects the maximum accumulation of successes, it affects maximum Sphere level, and IIRC some other bits. I don't like it, but I don't remember fiddling with a workable solution. (I may have done some stuff based on misunderstanding of mages-as-non-main-splat-in-VtM waaay back in my very first campaign, but I don't remember the specifics. Could've been Arete+Sphere with a different amount of success requirements or something.)
In the editions I played, maxing out Arete at character creation seemed like such a nobrainer option that I question why the system allows PCs to start with different levels thereof instead of defining the starting level on a per-campaign basis.
💯
We (I) talked about this exact thing in the Mage game I'm running here, right now.
Arete has always played out like an "XP tax" during character creation to me.
If everyone is spending the same amount of XP on it... why is ANYONE spending XP on it? It should just be built in, so that ppl can spend the XP on more interesting things that make them different from one another.
But then reversia came along and blew my mind by creating a PC that didn't have a single Sphere ranked over 1, and so just bought 1 Arete.
In fact no one went over 2 in a given Sphere, which I had also never really seen anything like that from players, in any WoD game lol
Guess I've always gamed with power gamers lol
Anyway, it is also annoying to me that it is a departure from... most? ... or is it literally Every. Single. Other. WoD line mechanically where you roll the dots of the specific Discipline/Lore/Arcanoi etc plus attribute, or attribute+skill+dots, etc. where the analogue to those special/defining abilities in Mage are the specific Spheres.
Everyone can cast magick! So why does everyone need a "magick stat"?? Particularly when they're all (usually) the same!?
The mechanic should be Sphere+Stat imo
The problem being ofc then you have to rewrite the entire success mechanic (to also be more in line with every other splats mechanics) to where the Difference Difficulty is no longer just Sphere(+vulgar, etc) which would be too low with larger pools.
But then reversia came along and blew my mind by creating a PC that didn't have a single Sphere ranked over 1, and so just bought 1 Arete.
In fact no one went over 2 in a given Sphere, which I had also never really seen anything like that from players, in any WoD game lol
Guess I've always gamed with power gamers lol
I don't see it as necessarily a power gaming issue, but also an access-to-interesting-Effects issue. There's only so much creativity you can do when mostly limited to minor sensory effects (and now you can do that modest creativity with six topics, yay?).
emsquared says:
Anyway, it is also annoying to me that it is a departure from... most? ... or is it literally Every. Single. Other. WoD line mechanically where you roll the dots of the Discipline/Lore/Arcanoi etc plus attribute, or attribute+skill+dots, etc. where the analogue to those special/defining abilities in Mage are the specific Spheres.
Uh, not every single other line does it the same way? E.g. CtD uses Realm+Art, VtM overwhelmingly uses Attribute+Skill or rarely Willpower, Werewolf sometimes does Gnossis (technically a capped-at-10 trait, but good luck starting with more than 5 in it).
emsquared says:
Everyone can cast magick! So why does everyone need a "magick stat"?? Particularly when they're all (usually) the same!?
The mechanic should be Sphere+Stat imo
The problem being ofc then you have to rewrite the entire success mechanic (to also be more in line with every other splats mechanics) to where the Difference is no longer just Sphere(+vulgar, etc which would be too low with larger pools.
🤷
Rewriting success requirements is not that hard - effectively you need to make twice as many required for most stuff, and you're mostly done. The more interesting question is what gets paired with Sphere when, and depending on what the answers are this may end up great or annoying.
Uh, not every single other line does it the same way? E.g. CtD uses Realm+Art, VtM overwhelmingly uses Attribute+Skill or rarely Willpower, Werewolf sometimes does Gnossis (technically a capped-at-10 trait, but good luck starting with more than 5 in it).
Yea, I acknowledged that not everything is the same, but they are mostly all much more similar to each other: something+something, mostly
And also Changeling is a major blind spot for me (never played it), and I haven't played any iteration of Werewolf for... coming up on 30 years? so yea...
I knew I was being a bit hyperbolic, but I don't think it's any exaggeration at all to say that Arete, as central as it is for Mages, is unlike any other core special ability mechanic.
I knew I was being a bit hyperbolic, but I don't think it's any exaggeration at all to say that Arete, as central as it is for Mages, is unlike any other core special ability mechanic.
I think it's mostly like Gnossis but even more so (i.e. nominally maxed-at-ten, but in practice a PC is unlikely to see it at a high level - and with harsher costs and starting limitations). (Which is a bit funny in light of Chronicles of Darkness naming the mages' similar trait Gnossis.)
Certain Gifts require and Certain Fetishes require a Gnosis roll, and a few others things (stepping sideways), but plenty of gifts do not and ofc a lot of werewolf is good Ole fashioned Dex + Brawl to hit Str+1 damage
Certain Gifts require and Certain Fetishes require a Gnosis roll, and a few others things (stepping sideways), but plenty of gifts do not and ofc a lot of werewolf is good Ole fashioned Dex + Brawl to hit Str+1 damage
Exactly.
You can't even buy up Spheres, much less use them, without equal or higher Arete.
It's so dumb.
It would be like if Vampire had a stat called "Vampirism". And you had to have buy dots in Vampirism to do Vampire Things, but... you're already a Vampire and already buying dots in Vampire Things...
It would be like if Vampire had a stat called "Vampirism". And you had to have buy dots in Vampirism to do Vampire Things, but... you're already a Vampire and already buying dots in Vampire Things...
The more I talk about it, the more I hate it.
Err, well that's Blood Pool and for most characters it's just 10 max, but thanks to the Generation background some go above that- and you do absolutely have to either accept vastly different power levels of characters in a group, or restrict the background to everyone taking the same amount.
It would be like if Vampire had a stat called "Vampirism". And you had to have buy dots in Vampirism to do Vampire Things, but... you're already a Vampire and already buying dots in Vampire Things...
The more I talk about it, the more I hate it.
Err, well that's Blood Pool and for most characters it's just 10 max, but thanks to the Generation background some go above that- and you do absolutely have to either accept vastly different power levels of characters in a group, or restrict the background to everyone taking the same amount.
It's not at all.
You don't pay XP for blood.
Blood Pool is ofc much closer to Quintessence/Paradox. It's the currency, the in world limiter.
An imperfect comparison could be to Thaumaturgy or Necromancy where a kindred can only raise a path as high as the main trait.
However, you don't roll Thaumaturgy of course, but instead Willpower. And you gain an increase in your main path when raising Thaum.
Both of those are just one Vampire Thing. The Vampire can do other Vampire Things in addition, which likely didn't require Willpower.
In Mage there is no other Mage Thing.
The separate special Mage Things are Spheres.
The comparison would be if Thaum/Necromancy AND Auspex AND Dominate AND Potence all required - not Willpower, cuz Mages have and need Willpower too - but if they had the Vampirism stat. That also has to be purchase to use Thaum/Necromancy AND Auspex AND Dominate AND Potence.
I'm about to declare exactly that in my current Mage game. Sure I'll still be awarding XP to spend, but I'm also having a milestone point when Arete goes up for everyone. It helps that my starting point was everyone at Arete 2, to simulate young newly Awakened/almost Awakening mages.
The topic of Arete going up also brings up near-erased memories of a frustrating experience of Seekings, which felt very 'pixel hunt' where the GM has some idea about what the right conclusion/solution is but it's very opaque on the player level.
What's your favourite Traditions/Conventions? Which are the least favourite ones?
Progenitors, Syndicate, Virtual Adepts, Cult Of Ecstasy, Solificati, Etherites.
Nephandi can be fun, granted it's one of those morally grey campaigns.
I dislike Dreamspeakers, Verbena.
And also Changeling is a major blind spot for me (never played it)
Changeling and especially Dark Ages: Fae can be quite rewarding. Especially when very few Mage games venture into Umbra and so, Changeling becomes the only "Exploration" game.
New World of Darkness Mage (Awakening) and Changeling (The Lost) and Demon (The Descent) are quite striking and fun to play as well.
Traditions: I used to really like the Verbena solely for being Life-centric, but even back then felt pigeonholed by the stereotypically oldschool Paradigm and Foci.
The "pigeonhole" line in particular made me think of the way Mage is often mentioned. The false advertisements often pin it as a "freeform magic" game, which feel categorically untrue, for your form is very much determined by your paradigm. It doesn't really matter how high your Arete is or how many dots in various Spheres you have - if your character doesn't believe that something can be done, then she can't do it. And belief and the conflict of paradigms is (or at least used to be) one of the core concepts of the game, definitely taking precedence over trying to fudge some sort of effect with the Spheres that you have. On a similar note, that feels like the attitude some VtM players have towards the Tremere - enjoying the freedom and versatility that Thaumaturgy provides, but really disliking the Pyramid for cramping their style.
vicky_molokh says:
The topic of Arete going up also brings up near-erased memories of a frustrating experience of Seekings, which felt very 'pixel hunt' where the GM has some idea about what the right conclusion/solution is but it's very opaque on the player level.
This is honestly just depressing. One of the reason I think all beginner Mage games should start with 1 Arete is because that way you can really build and flesh out your character's belief system, paradigm and personal attitude toward magic. Seekings seem like an incredible roleplaying opportunity, so why deprive yourself of it by starting with 2/3 dots in Arete? These STs, who, from what I can understand, treated Seekings as some dungeon crawler style puzzle, clearly misunderstood the assignment. Or at least didn't communicate their ideas clearly. I can see more crunch/battle heavy groups establishing more arbitrary rules for Seekings - for example setting clear numerical goals like: "n aggravated damage dealt with spells" or "10 successful spells of your primary Sphere cast", before allowing purchase of next dot of Arete. Were I to run a Seeking for a player, I'd probably discuss/brainstorm with the player to figure out how and why the character's understanding of magic as a whole improves/changes. It doesn't have to be a grand event, it just have to be meaningful.
Quote:
The problem being ofc then you have to rewrite the entire success mechanic (to also be more in line with every other splats mechanics) to where the Difference Difficulty is no longer just Sphere(+vulgar, etc) which would be too low with larger pools.
I don't see much problem in using the regular success chart, especially if people stick close to their paradigms, thus hopefully eliminating any fears ST might have about players running amok.I've been thinking about the Arete ever since we've started our Mage game, and had some loose ideas about how to change/improve it:
● Make it a Background. This would work well with the idea of roleplaying every Seeking, thus earning Arete in play instead of buying it, like other Backgrounds.
● Make it a pool, like Willpower. You'd have your permanent Arete and temporary, which you can spend to power your spells. After the temp pool is exhausted, then you gotta roll.
● Roll 2 of the highest Sphere involved in the spell. I'm not a big of fan of large Shadowrun-esque tables of situational roll modifiers, but I guess one could add stuff like "-1 die for every Sphere over n" or "+1 difficulty for each Sphere over n".
● Skip rolling for simple stuff, like activating extrasensory perceptions. So in this scenario, you can just reflexively activate "spirit sight" of Spirit 1, but would have to roll Perception+Awareness if you wanted to spot something specific, like hiding ghost or something. Other things that can be skipped are simple effects, like lighting a candle. Sort of follow the general WoD rule of rolling only where there is some point to it.
Camilla says:
Nephandi can be fun, granted it's one of those morally grey campaigns.
Have you ever played as a Nephandi or been in a game where one of the other players did? I'd love to hear how that worked out, given the books insistence of how unequivocally evil Nephandi (almost like demons in og Charmed) are and that you absolutely shouldn't play one.
Traditions: I used to really like the Verbena solely for being Life-centric, but even back then felt pigeonholed by the stereotypically oldschool Paradigm and Foci.
The "pigeonhole" line in particular made me think of the way Mage is often mentioned. The false advertisements often pin it as a "freeform magic" game, which feel categorically untrue, for your form is very much determined by your paradigm. It doesn't really matter how high your Arete is or how many dots in various Spheres you have - if your character doesn't believe that something can be done, then she can't do it. And belief and the conflict of paradigms is (or at least used to be) one of the core concepts of the game, definitely taking precedence over trying to fudge some sort of effect with the Spheres that you have. On a similar note, that feels like the attitude some VtM players have towards the Tremere - enjoying the freedom and versatility that Thaumaturgy provides, but really disliking the Pyramid for cramping their style.
I always thought that what a character believes possible is unlikely to be a bottleneck. Mages are aware of all sort of effects being done by someone or other, especially once they start reading up on the historical events involving other traditions, so I expect any effect to very soon become treated 'okay, I know this is possible, so now the only question is how do I do it' (which those with sufficient Sphere sets would be able to try).
The pigeonhole is more about the trappings. The Traditions as described have very conservative-leaning trappings (which the name foreshadows, hehe). But people have always been experimental. Most famously, alchemists were very innovative and that is why we have chemistry. And I like my mages to be innovative and imaginative too, not rigid/Banal/unimaginative/uncreative.
reversia.ch says:
vicky_molokh says:
The topic of Arete going up also brings up near-erased memories of a frustrating experience of Seekings, which felt very 'pixel hunt' where the GM has some idea about what the right conclusion/solution is but it's very opaque on the player level.
This is honestly just depressing. One of the reason I think all beginner Mage games should start with 1 Arete is because that way you can really build and flesh out your character's belief system, paradigm and personal attitude toward magic. Seekings seem like an incredible roleplaying opportunity, so why deprive yourself of it by starting with 2/3 dots in Arete? These STs, who, from what I can understand, treated Seekings as some dungeon crawler style puzzle, clearly misunderstood the assignment. Or at least didn't communicate their ideas clearly. I can see more crunch/battle heavy groups establishing more arbitrary rules for Seekings - for example setting clear numerical goals like: "n aggravated damage dealt with spells" or "10 successful spells of your primary Sphere cast", before allowing purchase of next dot of Arete. Were I to run a Seeking for a player, I'd probably discuss/brainstorm with the player to figure out how and why the character's understanding of magic as a whole improves/changes. It doesn't have to be a grand event, it just have to be meaningful.
Is it a misunderstanding of the assignment? Seeking are meant to be a mystical experience. Mysticism is notoriously resistant to reason-based approaches. It has a huge amount of 'there is no correct process to arrive from unenlightened state to enlightened state, you either achieve it or not' and 'this cannot be explained or reasoned about'. Mysticism is a frustrating thing to approach IRL, so roleplaying engaging with it in a game is a frustrating experience. To the point that I would rather have it happen through downtime like other unenjoyable things (like practicing 100 pushups each training for N trainings to increase Strength or whatever).
Though the suggested replacements like 'deal 10 Aggravated damage' feel like a swerve in the other direction, feeling like hunting for achievements and collectibles in some sort of computer game.
The closest thing to an enjoyable IC experience related to paradigms I have had is probably discussion of paradigms in a quasi-philosophical discussion when players/GMs try to justify paradigms to each other. At least that feels like an approachable, explainable, reasoning-OK process. But that also makes it very much not The Mysticism Experience.
I've never been a fan of "Train to Level-Up" mechanics/requirements in games. Particularly ones that are understood to be roleplayed in detail and cannot be engaged in as a group.
Like Seekings.
If I were playing in a duet game? Great. Love it. The entire things is about one character? Then no problem, let's lean into that and get weird.
But playing a game that's a group game? Where everyone else just has to sit there and watch you be self-indulgent about your Paradigm? No thanks. Stuff like Seekings destroy momentum and give everyone else a reason to check out.
If you're gaining XP, going on "adventures"? Then that's the only "training" you need, that's your Seeking. All the things they want you to say your character learns in a Seeking? Nah, they're learning that stuff on their adventures. And reflecting on them at night/in the down time that we don't zoom in on.
I/the table I've played Mage at never leaned much into the philosophy aspects of Paradigm, etc. (And I don't think we played long enough to go from 3 Arete - which is what everyone started with because we all had 3 dot Spheres - to 4. So never had to address a Seeking.)
It's all "timey wimey", hand-waving bullshit, and as an ST I think there are dangers in trying to make it "too real", so we didn't find it particularly fruitful to explore that bullshit. Because... it's just gonna be more bullshit.
We were definitely more interested in it all for creating Effects, and getting weird with Effects, and the Umbra, and how Awakened magick interplayed with the Shadowlands and some of the "higher level" concepts of WoD (the Triat and their realms).
Less about the internal, more amount the external and the World (of Darkness).
I always thought that what a character believes possible is unlikely to be a bottleneck. Mages are aware of all sort of effects being done by someone or other, especially once they start reading up on the historical events involving other traditions, so I expect any effect to very soon become treated 'okay, I know this is possible, so now the only question is how do I do it' (which those with sufficient Sphere sets would be able to try).
I feel like this approach diminishes importance of belief and paradigm in the system. Which is fine if that's how the troupe wants play their game, but making belief a cornerstone of your character's being just feels more rewarding in the long run. The books (from what I remember) emphasize that the mage needs to have strong beliefs to be able to affect the world around them. They need to believe that their way is the (only) right way. Why would a mage who strongly believes such a thing stoop down or try to mimic their lessers? The way that mage thinks about her craft would also affect what she can or cannot do, placing certain natural restrictions. For example a devout Chorister proficient in Life who would never willingly harm a living being. Or the difference in attitude towards spirits between Dreamspeakers and Hermetics. A Dreamspeaker might never treat the spirits in the same callous way that an opportunistic hermetic would, trying to subjugate or dominate them, for they revere these beings, while the hermetic wouldn't bother trying to appease or placate an Umbrood, seeing himself superior.
I think by setting a tight, compact and simple paradigm in the very beginning and then slowly expanding it with each Seeking, as your mage's understanding increases and changes, you as player create an easy to understand, meaningful and fulfilling arc for your character, that is enjoyable to play through. Making your paradigm more.. I don't wanna say restrictive, but more contained, defined, you also eliminate any potential friction with ST about what your mage can or can't do with your Spheres.
But playing a game that's a group game? Where everyone else just has to sit there and watch you be self-indulgent about your Paradigm? No thanks. Stuff like Seekings destroy momentum and give everyone else a reason to check out.
I think PbP is much more conductive for running Seekings (or Quiets), as it is easier to run solo/personal threads, as was briefly touched/discussed here. Plus I think a more contemplative Seeking can easily be weaved into regular play, with addition of character's thoughts on matters that are happening to the group or around them, thus "learning on the go", so to speak.
emsquared says:
It's all "timey wimey", hand-waving bullshit, and as an ST I think there are dangers in trying to make it "too real", so we didn't find it particularly fruitful to explore that bullshit. Because... it's just gonna be more bullshit.
:3 I think that sort of "bs" is one of the funnest parts of Mage though.
emsquared says:
We were definitely more interested in it all for creating Effects, and getting weird with Effects, and the Umbra, and how Awakened magick interplayed with the Shadowlands and some of the "higher level" concepts of WoD (the Triat and their realms).
Just goes to show that there are a bunch of ways to play WoD games, satisfying all sorts of players. That's what I like about it.
I think PbP is much more conductive for running Seekings
I agree with this
And I do have to say, much of my past Mage experience (which is limited) wasn't a very "intentional" experience.
We weren't discussing the cost and benefit and game theory elements to these things. We were just playing straight out of the book and trying to figure it out as we went. So what I'm saying here is totally through the lens of hindsight. And so what in hindsight I can see now was going on.
Plus it was all very stereotypical Traditions characters, and most of my experience was in the "Sorcerer's Crusade" setting and time (less Paradox). So a lot of the philosophy and paradigm stuff was understood through the most basic. stereotype assumptions of the given Tradition.
So there wasn't much that we understood that needed to be explored.
STing it for the first time as I am now and seeing things through the eyes of my players has been a very different and rewarding experience.
And has gotten me more interested in the philosophy and belief stuff.
I always thought that what a character believes possible is unlikely to be a bottleneck. Mages are aware of all sort of effects being done by someone or other, especially once they start reading up on the historical events involving other traditions, so I expect any effect to very soon become treated 'okay, I know this is possible, so now the only question is how do I do it' (which those with sufficient Sphere sets would be able to try).
I feel like this approach diminishes importance of belief and paradigm in the system. Which is fine if that's how the troupe wants play their game, but making belief a cornerstone of your character's being just feels more rewarding in the long run. The books (from what I remember) emphasize that the mage needs to have strong beliefs to be able to affect the world around them. They need to believe that their way is the (only) right way. Why would a mage who strongly believes such a thing stoop down or try to mimic their lessers? The way that mage thinks about her craft would also affect what she can or cannot do, placing certain natural restrictions.
I don't agree with the idea that it is 'mimicing lessers'. Paradigms are essentially interpretations of how the world works. Two mages who see the same phenomenon of the world will have differing interpretations of how it works, e.g. seeing a ghost manifest, one will talk about the restless soul and another about psychic residue.
This will also happen when witnessing Effects. Mage A just moved by Correspondence 3 from Tokyo to Singapore. Mage A will interpret it as being through curving spacetime to produce a zero-length one-way wormhole between locations. Mage B will interpret it as being because all space is one and by tapping into that oneness one can appear anywhere. Mage B will of course think that Mage A has the wrong interpretation about how Mage A's Effect works, but they both witnessed the Effect itself. So now that Mage B believes that Mage A is an ignoramus who nonetheless achieved a step through space, surely Mage B has no reason to believe that Mage B cannot do even better, what with being the one with the One True Interpretation.
That's an interesting way of looking at it. I'm not sure how it would work though. If the character believes that he can achieve anything within his paradigm, then what is he learning during his Seekings?
Starting with a paradigm that is a stricter, tighter set of beliefs, which then slowly expands as character's mystical understanding of magic and the world around them deepens, through the Seekings, which themselves are inspired by their experiences (such as witnessing different phenomenon, spells and effects), seems like a more solid baseline path to enlightment.
As an ST, I think it would feel a bit hamfisted if the character would just try to line up any possible effect with some, possibly farfetched, explanation, their interpretation of how it would work within their paradigm. There is nothing wrong with certain things not fitting your character paradigm at all, nothing wrong with the character thinking "this is not something I can do, this is not something that is possible". In time, as their understanding and perception broadens, they can come to see these possibilities. But if you do not have starting limits, than what are you overcoming?
That's an interesting way of looking at it. I'm not sure how it would work though. If the character believes that he can achieve anything within his paradigm, then what is he learning during his Seekings?
Just because you believe you can hypothetically achieve something doesn't mean that you can do it right now. I can learn how to drive a ground vehicle, that does not mean I have the proficiency to drive one already. Seekings reduce need for tools (eventually), increase efficiency/competence/reliability of doing magick, and give access to higher-level Effects (by way of giving access to higher Spheres).
reversia.ch says:
As an ST, I think it would feel a bit hamfisted if the character would just try to line up any possible effect with some, possibly farfetched, explanation, their interpretation of how it would work within their paradigm. There is nothing wrong with certain things not fitting your character paradigm at all, nothing wrong with the character thinking "this is not something I can do, this is not something that is possible". In time, as their understanding and perception broadens, they can come to see these possibilities. But if you do not have starting limits, than what are you overcoming?
Well how do you imagine people learn about the world and work out how the world works? When you first confronted something outside your paradigm IRL, like a magnet levitating a frog in a lab, was your conclusion 'oh no, this cannot be, this is fake, millions of scientists engaged in study of diamagnetism are conspiring to fake those experiments! Or maybe an evil demon is messing with my senses and I can never rely on empiricism anymore!', or was it 'huh, this is interesting, I wonder how that works, I need to study more'?
Similarly to the above, in the game, when 'your' (your PC's) fellow Hermetic blows up a HITMark chasing you, would you think that is impossible and your buddy is deceiving you by making some sort of trick, or would you conclude that you observed an interesting phenomenon and would be curious to figure out how that works and how to replicate it (and maybe suspect your buddy has the wrong explanation how that works)?
I have this impression that when people advocate for 'narrowing' of paradigms in MtA, they disregard major cognitive faculties/tools that humans have and employ when they manage their paradigms, discover the world, and try to figure out how it works and explain it through their paradigms. But those faculties are why people can have paradigms at all.
If you were to join/run a VtM game, which sect would you want to play as? What themes, moods, ideas would you want to explore?
On the low low low chance that I would play a vampire in VtM (because at this point I would rather play a Revenant), I think it would be interesting to explore the Inconnu (they're mysterious and all sects are wary of messing with them according to some claims). Failing that, Anarchs seem like a general default.
I used to be more intrigued by the Sabbat, but the more I looked into it, the more it turned out that the things I found interesting about the Sabbat were just a thin paint coating, and I did not enjoy such a bait-and-switch.
Why revenants specifically and not a regular ghoul? Any family in particular you want to play or is it something about revenants in general that you find interesting?
Why revenants specifically and not a regular ghoul? Any family in particular you want to play or is it something about revenants in general that you find interesting?
Several reasons:
- I like that Revenants are more sustainable (recovering 1 BP/day).
- I like that their powers are innate, inborn, not something they have to get externally each month.
- I like the idea of a 'weirdo' dynasty, one where the whole family knows and understands all the wainscot stuff and is on the same page about it. I find it harder to imagine relationships with 'normie' relatives a non-revenant ghoul would have and it would not be something I'd enjoy.
- There are two families of Revenants that I would be inclined to play. In fact, these two dynasties are so evocative for me that I classify many (most?) of my character concepts as leaning towards one or the other. The Obertus family are the 'natural' one of the two for me, easy to play but not as exciting of the two: obsessive, introverted, studious, secretive, and something of a wallflower, and most certainly not very social. The Zantosa family are the 'fascinating hard mode', more fun but more exhausting to play and easier to mess up: hedonistic, extraverted, social, spotlight-hogging, and not at all subtle.
One thing that kind of puts me off revenants is their distorted upbringing. I feel like it would be rather hard to get into the mind of a character who grew up in such a twisted environment, something akin to Leatherface's clan from Texas Chainsaw Massacre or the crazy families from Hills Have Eyes and those Rob Zombie's flicks. I'm all for exploring the character's traumas and such, but the revenant's baggage is a bit much.
I think playing Giovanni revenant can be alright, in line with their regular schtick.
One thing that kind of puts me off revenants is their distorted upbringing. I feel like it would be rather hard to get into the mind of a character who grew up in such a twisted environment, something akin to Leatherface's clan from Texas Chainsaw Massacre or the crazy families from Hills Have Eyes and those Rob Zombie's flicks. I'm all for exploring the character's traumas and such, but the revenant's baggage is a bit much.
See, this is the difference in how I expect the 'internals' of being a revenant individual/family to be like. They're a project meant to be stable for centuries. Elders who started this project want it to be a well-functioning organism, not a dysfunctional wreck. So do the members of the family. So assume that below all the sensationalism (written from a normie PoV) about crazy wrecks and trauma, there's an underlayer that is bizarre but not dysfunctional, and individuals to whom all the weird stuff is just not traumatic in a way it might be to someone with a more society-conformist upbringing.
The comedic take on that would be something like the Addams family, but I don't know if there's a quick way of conveying what I imagine a serious take on that would be. I guess maybe the Fly II and Deus Ex II come close but are from a totally wrong genre: the two respective protagonists grew up in very much not normal circumstances, and there's a lot of not so good stuff involved in that, but their upgringers ensured they grow up well-adjusted, well-functioning, mentally healthy, and reasonably well adapted to the lives set before them.
The scarce material on them that I've read definitely gave me the impression that they are very disfunctional and bizzare, in a very Sabbat way. The difference is that they are still human, which makes their childhoods much less palpatable. I believe the majority of revenants follow Paths instead of Humanity, which is quite telling.
I find that they follow Path as indicative that they are more compatible in terms of worldviews with the worldviews of their respective vampiric patrons, and that what might be shocking and traumatic to normies is not to them. Trying to understand them through the lenses and biases of the Path of Humanity is probably doing them a disservice, I think.
Camarilla - classic tropes. A lot of vampire fiction, including for example True Blood, involves local bosses leading to regional bosses leading to some global hierarchy. The coterie gets involved in local issues and slowly becomes exposed to the machinations of elders. So much to game there.
Anarchs - As soon as you introduce the global machinations, then you have the immediate responses to confirm or to rebel. The Convention of Thorns did not end the Anarch Revolt, but how do you avoid falling under the heel of the true monsters and keep your humanity?
Sabbat - my favorite sect to run as Storyteller. The bizarre and grotesque philosophies in a melting pot of competing drives provides a lot to explore. For the player, what is it to be human, and the corollary, what motivates you if you're not? Part and parcel with the Sabbat comes the Black Hand/False Hand.
Inconnu - I always include these in my games but I'm not sure how relevant they are to play. After all, the general consensus is that they are outside the jihad, so their motivations are more elusive and vague.
Tal'mahe'rha - another faction. Two of my recent games focused heavily on them, first leading the coterie/pack away from the established powers, and into the mysterious Gehenna cult that is the true black hand. What do the eldest fear, and what mysteries lie deep in the shadows of Enoch?
I'd add another option I read in the v5 corebook: Unbound. What if your group, isolated at conception, thinks they're the only vampires that exist? I ran this as a premise here a number of years ago, and tied of into the mystery of the Beckoning, with the Sabbat entirely abandoning Montreal.
Maybe I'm a basic bitch but the Cam presents such a fertile field for storytelling. I can never get enough.
I'd love a non-standard setting for that (Dark Ages, Victorian, or just non-American modern day), but I'll play in a Cam game any day if the week.
The Cam are the ones who really put the Masquerade, in Vampire: the Masquerade, afterall.
I clicked Anarchs too, but it's honestly a pretty niche game that I'd be interested in Anarchs (and that would be one that basically eschewed the social and political focus of "normal" games and focused on something "grittier"/Street level/survival oriented).
I clicked Camarillla because I still haven't gotten to play a classic Ventrue or Tremere blood mage for more than a session or so, but obviously I love Tzimice and Old Clan Tzimice and True Brujah
So on a cursory look it's mostly Cam/Anarch game folks are interested in, huh.
I've been tentatively contemplating getting another WoD game up, but have been flip-flopping between ideas, unable to settle on something concrete. Don't really want a repeat of the previous attempt that ended in quite a faux pas, in part, I think, because it lacked a solid, decided on concept. And to be honest, I'd really like to play some Vampire myself, experience the goodness. We'll see, I suppose.
The only option that didn't appeal to me is "Action Adventure". Not really my thing to run/play in.
As for my own mindset in working on the myriad of ideas for potential chronicles, I see the "sandbox" style play as a foundation on top of which other themes can be layered. I fumbled quite a bit with the shovelhead chronicle, due to my inexperience as a pbp player and ST, with the beginning portion of the game being way too "box-offed", too restrictive to be enjoyably interactive for my players, I feel, so I am a bit concerned that similar scenario can happen with "Fledgling" type chronicle. This theme is so very rich for exploration, which I would very much like to experience myself, but the thought does play in the back of my head. Which is why I've been trying to think up different ways for a potential new chronicle to begin with this openness and freedom out of the gate. The "street level struggles" sounds like a good option - the characters can begin completely fresh and be immediately thrown into a developing situation with a bunch of options and ways to react.
Always down for 'personal horror" exploration, don't think I'm smart enough to set-up a game where "murder mystery" takes central stage, though would love to play one of those.
Am curious what you meant by "Archon troubleshooters". I've been reading up on a lot of Anarch material lately and I think their idea of troubleshooting an "archon problem" would differ quite a bit from at least nominally Camarilla aligned Kindred.
Looks like a strong showing for a traditional xxxx by night game, or which there are many published.
As to Archon games, V:tM is rife with the possibility of 'higher level' play, so to speak, as greatly summarized by AI:
[ +- ] Archon Troubleshooters (Google AI Summary)
Campaigns for Archons in Vampire: The Masquerade center on the character's role as the elite, mobile agents of a Justicar, often involving high-stakes political intrigue, investigation, and enforcement of Camarilla law far from their home domain. They are the "gestapo or KGB" of the Camarilla, often acting with implicit authority and impunity to maintain the Traditions and the Masquerade.
Here are the primary types of campaigns for Archon coteries:
The Traveling Trouble-shooters ("Star Trek" Model): The coterie travels from city to city at the behest of their Justicar to resolve crises where local leadership has failed, such as a weak Prince, Sabbat infiltration, or a breakdown of the Masquerade.
The Red List/Alastor Campaign: Focusing on elite, dangerous hunting, the coterie acts as Alastors, tracking down the most notorious vampires on the Camarilla's Red List. This is a high-octane mystery/slasher campaign focusing on investigation and ultimate destruction of powerful foes.
Camarilla Internal Affairs: Archons are sent to investigate "clean" cities where the Prince may be a tyrant, corrupt, or incompetent. The campaign involves navigating political alliances, spying on elders, and deciding whether to support or depose local leadership.
Warfront/Anarch Conflict: In areas of open conflict, Archons lead forces to reclaim territory from the Anarch Movement or combat Sabbat incursions. These are action-oriented, featuring "wars" and large-scale, violent confrontations.
The Inquisitor/Investigation Campaign: A non-combat focused campaign where Archons are dispatched to solve complex crimes, locate lost artifacts, or unravel supernatural mysteries that threaten to reveal Kindred existence.
Key Campaign Elements: High Authority/Low Freedom: Archons have the power to command local vampires but are bound to the will of their Justicar, often via a blood bond. Support Staff: Archons are frequently supported by ghoul teams for logistical, investigative, and day-time security tasks. Political Intrigue: Even in war-focused games, Archons must navigate the complex, treacherous nature of Kindred society, where they are often viewed with both fear and resentment. igh Authority/Low Freedom: Archons have the power to command local vampires but are bound to the will of their Justicar, often via a blood bond.
Ah, so the characters are the archons. Gotcha. I'm familiar with both Red List books, but haven't read "Archons & Templars" yet, which I imagine is the main sourcebook for these types of chronicles.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
[f=large centre]Active Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Legacy of Lazarus | MtAs20 | BedzoneII | No | [url=https://gamersplane.com/forums/thread/39654]link[/url] | Yes
It's a Kind of Magic | MtAs20 | [s]JoshuaMabry[/s] emsquared | ?? | [url=https://gamersplane.com/forums/thread/37941]link[/url] | Yes
Yours to Keep | CtD20 | Qralloq | No? | [url=https://gamersplane.com/forums/thread/38022]link[/url] | No
Edges of the Darkest Sky | WtA20 | Alordis | Yes | [url=https://gamersplane.com/forums/thread/38955]link[/url] | Yes
Buried Shallow | V20/Revised | reversia.ch | No | [url=https://gamersplane.com/forums/thread/36810]link[/url] | No
Phoenix By Night | V20 | Qralloq | No | [url=https://gamersplane.com/games/5195/]link | No[/url]
[/table]
[f=large centre]Completed/Inactive/Dead Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Fereau City | V5 | Dirigible | ??? | [url=https://gamersplane.com/games/5127]link[/url] | Yes
Let the Streets Run Red | V5 | BedzoneII | - | [url=https://gamersplane.com/games/4926]link[/url] | Yes
World Of Darkness | VDA20 | emsquared | - | [url=https://gamersplane.com/forums/10336]link[/url] | Yes
Singing Streets, whispering alleys | WoD20 | reversia.ch | - | [url=https://gamersplane.com/games/4970/]link[/url] | Yes
[/table]
Other Links of Interest:
[url=https://gamersplane.com/forums/thread/21532/]Custom Character Sheet List[/url] - most of oWoD titles are included, good for practicing chargens.
[url=https://gamersplane.com/forums/thread/38186/]Vampire for Newcomers Idea[/url] - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Update: Added ems^2' old VDA20 game.
Update: Lazarus is live and closed.
Update: Added Phoenix-in-limbo.
Update: Old Las Vegas CtL game circa '21 added.
Update 4/7: Phoenix is live and closed, Werewolf recruiting.
Lots of response on the VtM setting. I've been working on Phoenix by Night and I'll put up a recruitment thread tonight. There's likely enough interest for two or three games if any other Storytellers have a chronicle in mind.
I might, after all the personal issues are sorted. Had chats with em^2 about maybe doing a co-ST chronicle, but that's also undecided. I also been thinking that I might want to expand my repertoire from just WoD and try playing and running other things, like participating in that Paint the Town Red game or running Lancer, GURPS, Cypher or 3.5 Planescape.
With WoD though, I just can't settle on a concept. Which line, setting, idea to use. It was easy to narrow down the core idea for shovelheads-centered chronicle, and the other VtM game I'm running had a very loose "first game ever, let's try using this book as a start and go from there".
For the last few days I've been thinking about Montreal. There's just something about the city as it is described and the Sabbat in general.. Though Sabbat seems to be the least favored sect out the big 3.
I would definitely be interested in trying something like this! The on V5 game I've been in died off pretty quickly due to ST inactivity unfortunately, but that brief experience and the APs I've listened to have me excited to give it a proper try. Personally, I'm most interested in the full chronicle or medium-length adventure. I feel I've already got a taste for V5 and am looking to experience how it plays on a larger timeframe; if you end up going for the one-shot I'm sure it will be fun, but I'd much rather keep space for another player who hasn't gotten to try the system out yet so they can experience it as well.
Edit: I'm not used to forum sites and I'm still getting used to navigating this, pardon me for posting a reply to the original post from 13 pages ago without realizing it!
There's just something about the city as it is described and the Sabbat in general.. Though Sabbat seems to be the least favored sect out the big 3.
One thing I've noticed is that a lot of trepidation comes from the fact that there are so many different directions to take the Sabbat thematically; and a lot of times players either may not know what to expect from a Sabbat Chronicle because it kind of seems like the wild west, or they are very interested in some visions/thematic directions for the Sabbat but not interested at all in others, and might feel like you have to take the whole range to play a Sabbat Chronicle at all.
I haven't gotten to run/play a Sabbat game, but it is on my gaming bucket list, so I've thought a lot about how to approach that issue. As much of a stereotypical comment as this probably is, I think a robust conversation about that before starting the Chronicle goes a really long way. Like the Sabbat can just as easily be a brutal city politics game, a personal horror game about psychological abuse and conditioning in a death cult, or a punk adventure about half-human monsters fighting for their lives against the machinations of the Elders; and all of those thematic emphases are equally valid but sometimes the books give the impression that every Sabbat story has to be equal parts all of those things which can turn players off.
Also some people just aren't interested in a Sabbat game, of course, but this is a pattern I have noticed across several conversations with people about the prospect of Sabbat games in the past.
You're right that there are lots of ways to play Sabbat. My last campaign was called Fangs of New York. The players started in 1952 as kids in a street gang, getting into fights and rumbles... Until they were shovel-headed.
They then find themselves in a war that's over before they're even in it, their would-be pack dead before they even woke. Navigating the streets of New York, they had to make their own way with only a crazy pack priest with no legs to guide them.
Opposing organized crime, human trafficking, and way too many Nosferatu, was all apart of protecting their neighborhood from the seedy underbelly of Queens.
Fast forward 30 some years in-game time later, and they're working for a Sabbat templar hunting demons in LA.
Hopping into the thread to ask if anyone has run Hunter: the Reckoning (5th)?
I'm preparing to run a oneshot for some family members. What I found very striking about H5's splat is that quite a few of the antagonists are based in the Philippines! I'm visiting family there right now, so I'm planning to run The Lost Girl of Little Baguio.
So I was wondering if anyone has played or run H5, and what their experiences have been.
Haven't read any of the Hunter books (though have been looking at classic, Revised era HtR quite a bit recently), but from what I understand there essentially 4 iterations of Hunter material across WoD/CoD:
Hunter the Reckoning (original, Revised era) - hunters are special individuals chosen by a higher power to fight on behalf of humanity; possess some powers.
Hunters Hunter (WoD, VtM supplement, 2 books from 2 edition and V20) - hunters are regular people, but they can (not must) have special abilities, like knowledge of hedge magic, telekinesis (Numina) or True Faith.
Hunter the Vigil - CoD variant, hunter are regular people, no special gimmicks
Hunter the Reckoning 5th - closest to HtV (I've seen comparisons that are less nice about similarities..), hunters are regular people, no powers
valentine_teddies says:
What I found very striking about H5's splat is that quite a few of the antagonists are based in the Philippines!
I assume that has to do with the author's own heritage? Also, what are the antagonists there? Vampires or some local supernatural creatures tied to local folklore?
I'm interested to hear about Hunter chronicles, but not of H5, but Revised Reckoning or V20 Hunters Hunted. What worked, what didn't, that sort of thing.
Hunter the Reckoning 5th - closest to HtV (I've seen comparisons that are less nice about similarities..), hunters are regular people, no powers
Don't they have, like, Technocracy-grade superscience stuff that lets them immediately detect vampires that have cellphones or something? Or was that a satirical exaggeration of the situation in 5e? Because I recall someone saying that vampires are forced to forego digital technology because otherwise they get hunted down by mortals. (I have not actually read 5e, so I apologise if this is a misunderstanding.)
I believe "going analog" is one of the great inventions of V5 related so Second Inquisition. Whether they also brought the concept over to H5 I have no idea.
I believe "going analog" is one of the great inventions of V5 related so Second Inquisition. Whether they also brought the concept over to H5 I have no idea.
Second Inquisition is the new name of the mortal hunters vampires are being hunted by in 5e, right?
I believe "going analog" is one of the great inventions of V5 related so Second Inquisition. Whether they also brought the concept over to H5 I have no idea.
Second Inquisition is the new name of the mortal hunters vampires are being hunted by in 5e, right?
Yup, they are known as the Second Inquisition.
H5 mentions them super briefly only, and redirects interest to the actual supplemental book. The stated reason for that is that H5 intends to focus on the personal level, less about big organisations clashing with each other.
I believe "going analog" is one of the great inventions of V5 related so Second Inquisition. Whether they also brought the concept over to H5 I have no idea.
Second Inquisition is the new name of the mortal hunters vampires are being hunted by in 5e, right?
Yup, they are known as the Second Inquisition.
H5 mentions them super briefly only, and redirects interest to the actual supplemental book. The stated reason for that is that H5 intends to focus on the personal level, less about big organisations clashing with each other.
Backing off the metaplots and focusing more on the personal level seemed to be a focus across the later editions of WoD.
Hunter 5th Ed paints the 'Orgs' - the big, established monster hunters like the Second Inquisition, Special Affairs Division and the Arcanum as being compromised by their agendas and interests or supernatural influence. They do it for political reasons, profit or desire for corrupting knowledge while the capital-H Hunters have allegedly more pure motives, their Drives. H5 seems to posit that amateurs good, professionals bad when it comes to monster huntering.
I stand corrected, there are two more hunter (lower case) books from the old continuity - The Inquisition and Project Twilight. First is about, well, Inquisition and second is about government hunter groups and conspiracies (wonder how much of that material Modiphius pulled from when creating their SI). Both (along with Hunters Hunted supplement) are conveniently mentioned at the beginning of the classic HtR corebook, which I just started reading, in a "it's all different stuff" disclaimer.
Question: do you take into account how many dots in something character has when determining the result of the roll? For example a character with 1 dot in Politics who scored 5 successes might have a sudden flash of insight based on his very limited, basic knowledge, while a character with 5 dots in Politics who scored the same number of successes would receive an expert level analysis.
As a player, how do you feel about each option? Do you want the very good rolls to give you all the info, or does getting too much when your character is barely qualified breaks the immersion and doesn't feel very realistic?
Question: do you take into account how many dots in something character has when determining the result of the roll? For example a character with 1 dot in Politics who scored 5 successes might have a sudden flash of insight based on his very limited, basic knowledge, while a character with 5 dots in Politics who scored the same number of successes would receive an expert level analysis.
As a player, how do you feel about each option? Do you want the very good rolls to give you all the info, or does getting too much when your character is barely qualified breaks the immersion and doesn't feel very realistic?
I prefer 5 successes to be 5 successes in terms of utility no matter their origin, but flavour varying is a good thing. Otherwise it feels like mechanics become less transparent, and there's a risk of double-dipping in a form that is not directly evident to the player based on the numbers, and thus an increased risk that the player and GM are not on the same page about some of the nuances of characterisation.
So I'd prefer if 5 successes originating mostly from the Ability were flavoured as a result of hard training and experience, mostly from an Attribute as being more lowercase-t talent-like, and a lucky roll to look like a lucky guess or mysterious insight (evoking 'how does it do that?!' reactions), but the utility of 5 successes staying the same.
I agree with Vicky. The way you or the player describes the success can vary, maybe the success coming from their training rather than luck or coincidence, but the utility of the success should remain the same.
There are also rolls that can be made without having an Ability at all - as is the case with Talents and Skills categories. Would you award the same utility to the professional driver character with 5 dots in Drive vs. a character who never been behind the wheel at all, an Elder for example, who managed to achieve the same amount of successes due to high Dex and Celerity?
vicky_molokh says:
Otherwise it feels like mechanics become less transparent, and there's a risk of double-dipping in a form that is not directly evident to the player based on the numbers, and thus an increased risk that the player and GM are not on the same page about some of the nuances of characterisation.
The descriptions of all levels of Abilities and Attributes include a pretty easy to follow characterizations - like "novice" or "world-class". Are those not enough?
There are also rolls that can be made without having an Ability at all - as is the case with Talents and Skills categories. Would you award the same utility to the professional driver character with 5 dots in Drive vs. a character who never been behind the wheel at all, an Elder for example, who managed to achieve the same amount of successes due to high Dex and Celerity?
Depending on the version/edition of the system, such uses of an Ability 0 come with an increase in Difficulty. If the lucky elder managed to score 5 successes despite the increased difficulty and a low pool, surely that is a sign that something exceptional and improbable happened this time, and that the narrative should reflect it? (Also, supernatural capability [e.g. Celerity or whatever] compensating for lack of mundane competence isn't exactly unheard of in media.)
reversia.ch says:
vicky_molokh says:
Otherwise it feels like mechanics become less transparent, and there's a risk of double-dipping in a form that is not directly evident to the player based on the numbers, and thus an increased risk that the player and GM are not on the same page about some of the nuances of characterisation.
The descriptions of all levels of Abilities and Attributes include a pretty easy to follow characterizations - like "novice" or "world-class". Are those not enough?
And those characterisation are loosely connected to certain effects on the pool with a certain expectation of success numbers on a given difficulty. But if in addition to that, the worth of a given success level even after accounting for the pool and the difficulty is also variable, that further reduces the transparency of conversions between narrative, dice pool, difficulty, and/or outcome. Storyteller's dice system is convoluted as is, warranting a multi-dimensional array to map the probability curves (pool, difficulty, success level, presence or absence of rerolls and doublers).
Gotta agree that regardless of the underlying score, the same number of successes should "look" the same in the narrative. Same result. But agreed; different flavor is fine/makes sense.
I think the bigger question is...
If someone has 5 dots in a Skill and 3 dots in the underlying ability... Do you ask them to roll the same checks?
Does a "5 dot driver" have to roll a check at all to drift a corner, placing greater distance between the pursuit? When a Zero dot driver going just on Dexterity most definitely should?
I personally feel like THAT is the dynamic you're dancing around but maybe missing the mark on slightly with this specific line of questioning?
A Background Resources 5 PC doesn't have to roll the same checks as a Resources 2, to get access to things that can be bought.
How high "up" does that principle go?
Particularly if you're not using the "automatic success" math options...
I think the idea presented in the core is that you roll when there is chance of interesting failure.
emsquared says:
Particularly if you're not using the "automatic success" math options...
Do people actually use that option?
Another interesting point are the conversational Abilities. Do you let a roll influence the outcome or decide it outright? If the character's arguments were weak, but the roll is high, does the roll decide outcome of the conversation or the roleplaying bits? Should you be able to sidestep the roleplaying with a roll, since there is a system for it?
vicky_molokh says:
But if in addition to that, the worth of a given success level even after accounting for the pool and the difficulty is also variable, that further reduces the transparency of conversions between narrative, dice pool, difficulty, and/or outcome.
Is that a bad thing though? For a narrative heavy game that level of versatility seems preferable to the more transparent "yes or no" system. Now you can tailor your descriptions to the specifics of the roll, whether you're ST or a character-player.
Particularly if you're not using the "automatic success" math options...
Do people actually use that option?
Interesting question. My impression that the option is basically too weak to matter:
Needing a relatively high pool to use it (a 'normal' difficulty is 6, but a 'normal' professional pool is around 4) normal characters do not get to use it against normal tasks. (Difficulty 4 is likely to be something you get when you hunt around for enough difficulty reducers on a non-routine task, not something you get asked to deal with by the GM 'naturally'.)
Only getting a single marginal success means that it's often not worth asking for an auto-success when one cares about the outcome.
It does not work in 'dynamic or stressful' situations.
So those three weaknesses, players are unlikely to ask for it and the GM is unlikely to grant it.
reversia.ch says:
Another interesting point are the conversational Abilities. Do you let a roll influence the outcome or decide it outright? If the character's arguments were weak, but the roll is high, does the roll decide outcome of the conversation or the roleplaying bits? Should you be able to sidestep the roleplaying with a roll, since there is a system for it?
I'm sure most people from any decade can name at least one real-life character whose arguments are weak yet who seems to 'win' conversations enough to get anywhere between a quarter and three quarters of other characters to give away a vote for a Really Important Post. Probably has something to do with much of persuasion not being about how good the arguments are (logos), but about the emotions the target experiences as a result of the interaction (pathos).
That being said, I am not confident in my ability to draw a sharp line between influencing and deciding an outcome of a conversation. And I have seen in the past some people get up in arms about ending up on the wrong side of the line. I've seen some express such strong belief in unshakeable will (attributing it to themselves IRL and most Important NPCs, of course) as to consider any useful change in outcome to be implausible ('Appearance and other social modifiers do not matter when money is at stake!' and the like).
reversia.ch says:
vicky_molokh says:
But if in addition to that, the worth of a given success level even after accounting for the pool and the difficulty is also variable, that further reduces the transparency of conversions between narrative, dice pool, difficulty, and/or outcome.
Is that a bad thing though? For a narrative heavy game that level of versatility seems preferable to the more transparent "yes or no" system. Now you can tailor your descriptions to the specifics of the roll, whether you're ST or a character-player.
I suppose opinions will vary. Personally I prefer clarity and being on the same page with the GM/player, and very much oppose premeditated obscurantism in system design. That does not have to mean a strictly binary 'yes or no', but it does mean needing less back-and-forth before the player can arrive at a reasonably close-ballpark mapping between what's in the narrative and what's on the numbers sheet (and walking by that mapping in both directions as situations warrant).
I was thinking @BedzoneII , maybe we can turn this into a proper mega-thread by putting the list of all games, resources (like PC/NPC sheets) in the first post?
Another thing that can potentially go in there is the list of all WoD players. I've done a mass-@ once when were recruiting for Phoenix, but I'm not sure if that passes local (or forum in general) etiquette. My thinking is that a lot of people join GP, don't see any games that interest them (WoD stuff included) and disappear. I'm not sure if @ing at them sends any sort of notification (like e-mail), but if it does that can be a good way to extend the pool of potential players and bring some folk back by alerting them of a new game. I think there is technically a notification system in place for alerting you of new games for systems you subscribed to, but I'm not if it works. Thoughts? Useful or annoying?
Here's the list just in case. Not full, just what I last managed to gather.
If we want to maintain a WoD mega thread, I do think the best place for it is in General Chat, and the starting post can certainly contain game links, resources, sheets etc. It's a nice way to use that subforum, and who knows perhaps others can also start similar threads for other game systems. Especially since this present thread is now a longrunning one, and really no longer a recruitment thread anymore (so feels out of place here to me).
As for maintaining a list, I don't know if people might like or not. It's probably thoughtful for some and annoying for others lol.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
[f=large centre]Active Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Legacy of Lazarus | MtAs20 | BedzoneII | No | [url=https://gamersplane.com/forums/thread/39654]link[/url] | Yes
It's a Kind of Magic | MtAs20 | [s]JoshuaMabry[/s] emsquared | No | [url=https://gamersplane.com/forums/thread/37941]link[/url] | Yes
Yours to Keep | CtD20 | Qralloq | No? | [url=https://gamersplane.com/forums/thread/38022]link[/url] | No
Buried Shallow | V20/Revised | reversia.ch | No | [url=https://gamersplane.com/forums/thread/36810]link[/url] | No
Phoenix By Night | V20 | Qralloq | No | [url=https://gamersplane.com/games/5195/]link | No[/url]
Houston by Night | V20 | The_Ecumenical_Antifa | Yes | [url=https://gamersplane.com/games/5233/]Link[/url] | No
[/table]
[f=large centre]Completed/Inactive/Dead Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Fereau City | V5 | Dirigible | ??? | [url=https://gamersplane.com/games/5127]link[/url] | Yes
Let the Streets Run Red | V5 | BedzoneII | - | [url=https://gamersplane.com/games/4926]link[/url] | Yes
World Of Darkness | VDA20 | emsquared | - | [url=https://gamersplane.com/forums/10336]link[/url] | Yes
Singing Streets, whispering alleys | WoD20 | reversia.ch | - | [url=https://gamersplane.com/games/4970/]link[/url] | Yes
Edges of the Darkest Sky | WtA20 | Alordis | No? | [url=https://gamersplane.com/forums/thread/38955]link[/url] | Yes
[/table]
Other Links of Interest:
[url=https://gamersplane.com/forums/thread/21532/]Custom Character Sheet List[/url] - most of oWoD titles are included, good for practicing chargens.
[url=https://gamersplane.com/forums/thread/38186/]Vampire for Newcomers Idea[/url] - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Update: Added ems^2' old VDA20 game.
Update: Lazarus is live and closed.
Update: Added Phoenix-in-limbo.
Update: Old Las Vegas CtL game circa '21 added.
Update 4/7: Phoenix is live and closed, Werewolf recruiting.
Update 5/10: Moved "Edges.." to inactive.
Update 5/12: Houston by Night is live and recruiting!
Alright, here it is then. Guess I'll try whipping a first main post later. I was thinking it could also house a poll of interest, with all the systems that people are interested in playing and a "box" for "alert me when a new game that I'm interested in pops up" option. That way one could tell who wishes to be pinged.
@BedzoneII Here's first post done. I put poll in "code" tag so as not to trigger it, please remove it to active the poll.
reversia.ch sent a note to BedzoneII
For everyone - there will be an interest poll in the first post, please stop by to tick what you interested in and if you want to be notified with a @ if a new game of your choice pops up! Also feel free to propose changes and additions, especially to the resources section!
One of these days, I'd like to try running a W5 game based on the Welcome to Manitou Springs WtF demo chronicle (and obviously edited to fit WtA).
That reminds me, in Calgary there is a large green space called Nose Hill where one can find ancient native artifacts and wolves are occasionally spotted. Whenever I introduce new players to Werewolf I naturally use my homebrew adventure The Wyrm Picks Nose Hill haha.
Also, I think you might've been right to make a new thread. Judging by the lack of poll responses, the updated first post might've went somewhat unnoticed. Not that polls are super important, but I was kinda hoping to make a player registry of sorts, for alert purposes.
Im interested also, albeit have not played white wolf in 20 + years, got stuck on pathfinder 1e for a long time, would like to play a human monster hunter... im open though....
I've been mulling a WtA game set in Russia, and read the beginning of that book. It is wild to think that it was written before the fall of the Soviets.
So apparently the new White Wolf will be testing V6 at GenCon. V6! The madmen. There is some talk about returning to the more metaplot heavy times or something, which is just.. wow.
So assuming this is true, how do you feel about this? V5 players, are you interested? Disappointed that the system that brought you into the WoD universe is ending already? Scared/excited about possible changes? V20/Revised crew, will you be taking a look at this new possible iteration? Does it have a chance to win you back?
My views of V6 are purely in the context of the groundwork it produces for M6 and C6 (and maybe, if I become courageous, WtO6). And, well, from what I've seen from M20 first-hand, and what I've read from second-hand sources about V5 and V6, I think the direction the setting is taking seems is just moving in various directions away from whatever made its glory days.
I'm getting a Butterfly Effect kind of 'cannot unmess what you once messed up' feeling, where attempts to 'come back' will just result in some stitched up mess that lack's the original's cohesion and merit.
(I had a great time playing C20 though, and I know people seem fond of V20. So the best hope I have is that they'll just try to de facto make an e20 fork. But that seems implausible to expect.)
I played V5 a good bit when it first came out, but never "bought into it", and never played it after COVID (our group that was playing it fell apart). Never purchased any of the books. So... ok, I guess??
8 years (or 9 or whatever it will be by the time they release it) isn't at all an unheard of pace for a new version of a ttrpg.
To me, a new edition must mean mechanical changes tho.
Which could potentially be pretty unfortunate as I view V5 as the best mechanical version of the game ever, for narrative-focus purposes.
Which could potentially be pretty unfortunate as I view V5 as the best mechanical version of the game ever, for narrative-focus purposes.
Very much agree here, I love V5 mechanically. V20's fun too, I like some of the things that can be done with it. But I hope they don't just fully go 'lets try and play into the good ol' days' and forget everything that does make V5 a really fun and interesting game to play and engage with.
As much as VtM was a gateway into WoD for me, I spent most of my time with the nWoD systems - VtR, WtF, CtL, etc. Lately, I've been finding myself drawn more towards those "new World of Darkness" editions than anything since. Hell, if I was ever to run anything WoD on here, it would probably be 1e Werewolf the Forsaken or 1e Changeling the Lost.
I'd certainly give V6 a look, but I haven't felt as pulled towards classic setting stuff since V20 and W20 came out. I began playing with VtM 3e, so their similarity to that system was what drew me.
@Alordis @runekyndig I remember seeing a Werewolf sheet adjustment in your game, where you could toggle different forms with a button or something? Since the threads in "Edges.." are archived, could either of you please share the updated sheet or how this was done? Looking to remake the sheet for a potential game and wanted to include this neatness if I could.
@Alordis @runekyndig I remember seeing a Werewolf sheet adjustment in your game, where you could toggle different forms with a button or something? Since the threads in "Edges.." are archived, could either of you please share the updated sheet or how this was done? Looking to remake the sheet for a potential game and wanted to include this neatness if I could.
The Hunting Grounds Background typically represents a large stretch of wilderness in which a Garou (or pack) can freely hunt and breed. This wilderness generally contains no humans, though the Garou might choose to live within the area. (These humans might be Kinfolk, allies, contacts or just ordinary humans who happen to live in the area.) If the player prefers, Hunting Grounds may represent part of a city, though typically such is the case only among urban Garou. Hunting grounds in a city are rarely empty of human habitation. Quite the contrary, they are as populous as any other part of town. The influence of the Wyrm and Weaver is kept at a minimum in such areas, however, as the very territorial Garou are quick to burn out any such infestation in their homes.
This Background differs from the vampire Domain Background in a few respects, but the most important of them is that the Garou do not rule their hunting grounds. They protect and nurture the land. They hunt for food within them, but they do not despoil them. The Garou are almost never the "official" rulers of their hunting grounds. They are the caretakers, but they let the human nobility think that it rules the place while it passes laws governing it and so on. The Silver Fangs and Shadow Lords are the only exceptions, as they are the only formally rule over human cities in their time.
Hunting Grounds is probably the best choice for an Anchorage Background for a Background pool. Any people living within the hunting grounds might then be represented as Allies, Contacts or Kinfolk.
A single pack rarely, if ever, controls a caern, so a pack’s hunting grounds probably won’t contain one, so the pack manages to successfully perform the Rite of Caern Building (p. 147) and open a new caern, it will likely become the ruling body of the caern, but other members of their tribes will arrive in short order to help with the maintenance of the caern.
Just as dots in Domain can be used to increase the area’s size or security, a player (or troupe) may allocate dots of Hunting Grounds for any of the following:
• Reduce the Gauntlet within the grounds by one (to a minimum of 4).
• Make the area more amenable to human and Garou survival. Reduce the difficulty of Survival rolls by one. (This can be bought only three times.)
• Make the beasts of the area more amenable to the Garou. Reduce the difficulty of Animal Ken rolls by one. (This can be bought only three times.)
• Make the flora of the area more useful. Reduce the difficulty of rolls involving plants (including Medicine and Herbal Wisdom rolls to employ them for healing) by one. (This can be bought only three times.)
The troupe might also decide to increase the difficulties of the preceding rolls, or to gain points toward their Hunting Grounds rating. For example, the Hunting Grounds might be located primarily in a rolling field that is almost completely devoid of healing or useful herbs. The troupe might decide to apply +2 difficulty to any rolls to use those plants then add two points to the Hunting Grounds rating (which might then be applied to size or a different modifier).
Note that these points to the difficulty of Abilities apply throughout the hunting grounds, and they do not affect the difficulty of supernatural abilities within the area. Additionally, these modifiers cannot take a difficulty below 2 or above 9.
Hunting Grounds size:
• An acre or so — space to run, perhaps hiding place, but nothing but space through except small game and that which is just passing through.
•• A small wood, perhaps with a stream running through it. A few acres.
••• Several acres with plenty of native wildlife.
•••• A broad swath of land. Dozens of acres.
••••• A large and verdant wilderness, with a heart more than a day away from civilization
The Hunting Grounds Background typically represents a large stretch of wilderness in which a Garou (or pack) can freely hunt and breed. This wilderness generally contains no humans, though the Garou might choose to live within the area. (These humans might be Kinfolk, allies, contacts or just ordinary humans who happen to live in the area.) If the player prefers, Hunting Grounds may represent part of a city, though typically such is the case only among urban Garou. Hunting grounds in a city are rarely empty of human habitation. Quite the contrary, they are as populous as any other part of town. The influence of the Wyrm and Weaver is kept at a minimum in such areas, however, as the very territorial Garou are quick to burn out any such infestation in their homes.
This Background differs from the vampire Domain Background in a few respects, but the most important of them is that the Garou do not rule their hunting grounds. They protect and nurture the land. They hunt for food within them, but they do not despoil them. The Garou are almost never the "official" rulers of their hunting grounds. They are the caretakers, but they let the human nobility think that it rules the place while it passes laws governing it and so on. The Silver Fangs and Shadow Lords are the only exceptions, as they are the only formally rule over human cities in their time.
Hunting Grounds is probably the best choice for an Anchorage Background for a Background pool. Any people living within the hunting grounds might then be represented as Allies, Contacts or Kinfolk.
A single pack rarely, if ever, controls a caern, so a pack’s hunting grounds probably won’t contain one, so the pack manages to successfully perform the Rite of Caern Building (p. 147) and open a new caern, it will likely become the ruling body of the caern, but other members of their tribes will arrive in short order to help with the maintenance of the caern.
Just as dots in Domain can be used to increase the area’s size or security, a player (or troupe) may allocate dots of Hunting Grounds for any of the following:
• Reduce the Gauntlet within the grounds by one (to a minimum of 4).
• Make the area more amenable to human and Garou survival. Reduce the difficulty of Survival rolls by one. (This can be bought only three times.)
• Make the beasts of the area more amenable to the Garou. Reduce the difficulty of Animal Ken rolls by one. (This can be bought only three times.)
• Make the flora of the area more useful. Reduce the difficulty of rolls involving plants (including Medicine and Herbal Wisdom rolls to employ them for healing) by one. (This can be bought only three times.)
The troupe might also decide to increase the difficulties of the preceding rolls, or to gain points toward their Hunting Grounds rating. For example, the Hunting Grounds might be located primarily in a rolling field that is almost completely devoid of healing or useful herbs. The troupe might decide to apply +2 difficulty to any rolls to use those plants then add two points to the Hunting Grounds rating (which might then be applied to size or a different modifier).
Note that these points to the difficulty of Abilities apply throughout the hunting grounds, and they do not affect the difficulty of supernatural abilities within the area. Additionally, these modifiers cannot take a difficulty below 2 or above 9.
Hunting Grounds size:
• An acre or so — space to run, perhaps hiding place, but nothing but space through except small game and that which is just passing through.
•• A small wood, perhaps with a stream running through it. A few acres.
••• Several acres with plenty of native wildlife.
•••• A broad swath of land. Dozens of acres.
••••• A large and verdant wilderness, with a heart more than a day away from civilization
Kinfolk are otherwise normal humans and wolves who
descended from Garou without inheriting their spiritual duty.
Through this Background you are in contact with a number of
Kinfolk. While Kinfolk are normal members of their species
in most respects, they are immune to the Delirium, giving
them the dubious advantage of looking upon a Crinos-form
werewolf. They know that you are Garou, and they are
willing to help you however they can, although most are not
in positions of power (such people are considered Allies).
Networks of Kinfolk are a valuable way for werewolves to deal
with the human world without risking frenzy or discovery.
Some Kinfolk may be related to you directly, while others
are contacts you have made through your sept.
Kinfolk may be pooled among a pack.
• Two Kinfolk
•• Five Kinfolk
••• 10 Kinfolk
•••• 20 Kinfolk
••••• 50 Kinfolk
Kinfolk are otherwise normal humans and wolves who
descended from Garou without inheriting their spiritual duty.
Through this Background you are in contact with a number of
Kinfolk. While Kinfolk are normal members of their species
in most respects, they are immune to the Delirium, giving
them the dubious advantage of looking upon a Crinos-form
werewolf. They know that you are Garou, and they are
willing to help you however they can, although most are not
in positions of power (such people are considered Allies).
Networks of Kinfolk are a valuable way for werewolves to deal
with the human world without risking frenzy or discovery.
Some Kinfolk may be related to you directly, while others
are contacts you have made through your sept.
Kinfolk may be pooled among a pack.
• Two Kinfolk
•• Five Kinfolk
••• 10 Kinfolk
•••• 20 Kinfolk
••••• 50 Kinfolk
The Resources Background describes your character’s access to and control over a range of valuable assets. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital such as stocks and bonds. A character’s Resources depend upon the standard of living she’s comfortable with — a lupus in the Yukon isn’t likely to get a wire transfer from her broker each month. A character with no dots in Resources can have enough clothing and supplies to get by, or she may be homeless, sleeping in a den in her lupus form.
You receive a basic allowance each month based on your rating, so make sure to detail where this money comes from. The Storyteller will determine how much this is based on the area your game takes part in and the cultures you’re in contact with. A werewolf’s fortune can run out if she’s fighting in the Amazon rather than managing her stock portfolio. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all.
Resources can be pooled among a pack.
• Sufficient. You don’t get many spending sprees, but you’ve got a decent place to live, a car that doesn’t crap out every week, and a decent standard of living for the working class.
•• Moderate. You’re thoroughly middle-class in in-come, and can afford the odd indulgence. You can hire specific help as necessary. You have enough available cash, portable property, and valuables that you can maintain a one-dot standard of liv-ing wherever you are for up to six months.
••• Comfortable. You own a house and some land outright, which you may let the sept use or keep for your pack, and you’ve a reputation that gives you easy access to credit at good terms. More of your assets are tied up in property than in cash, and if needs be you can maintain a one-dot standard of living wherever you are for as long as you like.
•••• Wealthy. You have serious financial power, and are one of the richest people in your country. You don’t deal much with actual cash, using more valuable and stable assets to pay off debts as they arise. When you can’t focus on maintaining your level of Resources, you can live at the three-dot level for up to a year, or a two-dot life indefinitely.
••••• Extremely Wealthy. You’re one of the richest people on Earth. You have multiple homes, many forms of luxury transport, and frequently show up in glossy magazines and on gossip websites. You have assets everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.
The Resources Background describes your character’s access to and control over a range of valuable assets. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital such as stocks and bonds. A character’s Resources depend upon the standard of living she’s comfortable with — a lupus in the Yukon isn’t likely to get a wire transfer from her broker each month. A character with no dots in Resources can have enough clothing and supplies to get by, or she may be homeless, sleeping in a den in her lupus form.
You receive a basic allowance each month based on your rating, so make sure to detail where this money comes from. The Storyteller will determine how much this is based on the area your game takes part in and the cultures you’re in contact with. A werewolf’s fortune can run out if she’s fighting in the Amazon rather than managing her stock portfolio. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all.
Resources can be pooled among a pack.
• Sufficient. You don’t get many spending sprees, but you’ve got a decent place to live, a car that doesn’t crap out every week, and a decent standard of living for the working class.
•• Moderate. You’re thoroughly middle-class in in-come, and can afford the odd indulgence. You can hire specific help as necessary. You have enough available cash, portable property, and valuables that you can maintain a one-dot standard of liv-ing wherever you are for up to six months.
••• Comfortable. You own a house and some land outright, which you may let the sept use or keep for your pack, and you’ve a reputation that gives you easy access to credit at good terms. More of your assets are tied up in property than in cash, and if needs be you can maintain a one-dot standard of living wherever you are for as long as you like.
•••• Wealthy. You have serious financial power, and are one of the richest people in your country. You don’t deal much with actual cash, using more valuable and stable assets to pay off debts as they arise. When you can’t focus on maintaining your level of Resources, you can live at the three-dot level for up to a year, or a two-dot life indefinitely.
••••• Extremely Wealthy. You’re one of the richest people on Earth. You have multiple homes, many forms of luxury transport, and frequently show up in glossy magazines and on gossip websites. You have assets everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.
Renown
Glory, Permanent:
Glory, Temporary:
Honor, Permanent:
Honor, Temporary:
Wisdom, Permanent:
Wisdom, Temporary:
[table="compact"]
[f=font-aladin large bold]Glory, Permanent: [/f]|[_a=2/10]
[f=font-aladin large bold]Glory, Temporary: [/f]|[_a=0/10]
[f=font-aladin large bold]Honor, Permanent: [/f]|[_a=0/10]
[f=font-aladin large bold]Honor, Temporary: [/f]|[_a=0/10]
[f=font-aladin large bold]Wisdom, Permanent: [/f]|[_a=1/10]
[f=font-aladin large bold]Wisdom, Temporary: [/f]|[_a=0/10]
[/table]
Combat
Rolls
Initiative
d10
Soak damage (6)
d10
successes on attack 5
Weapon
Attack
Damage
Claws (diff)
d10
d10
Bite (diff)
d10
d10
Sword (diff 6)
d10
d10
Lethal and Bashing regen 1/turn
AG you heal 1/day of full rest.
This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift. System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or ausing an addict to seriously reconsider the course of his life).
This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
[b]System: [/b]The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or ausing an addict to seriously reconsider the course of his life).
The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift. System: The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58).
The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.
The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift.
[b]System: [/b]The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58).
The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.
Sense Wyrm (Level One) — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit. System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.
Sense Wyrm (Level One) — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.
[b]System[/b]: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.
Notes
The Litany
Garou Shall Not Mate With Garou (see Metis)
Combat the Wyrm Wherever it Dwells and Whenever it Breeds
Respect the Territory of Another
Accept an Honorable Surrender
Submission to Those of Higher Station
Respect Those of Lower Station, for all are of Gaia.
The First Share of the Kill for Greatest in Station
Ye Shall Not Eat the Flesh of Humans
The Veil Shall Not Be Lifted
Do Not Suffer Thy People to Tend Thy Sickness
The Leader May Be Challenged At Any Time During Peace
The Leader May Not Be Challenged During Wartime
Ye Shall Take No Action That Causes a Caern to Be Violated
The group
[b]The Litany[/b]
Garou Shall Not Mate With Garou (see Metis)
Combat the Wyrm Wherever it Dwells and Whenever it Breeds
Respect the Territory of Another
Accept an Honorable Surrender
Submission to Those of Higher Station
Respect Those of Lower Station, for all are of Gaia.
The First Share of the Kill for Greatest in Station
Ye Shall Not Eat the Flesh of Humans
The Veil Shall Not Be Lifted
Do Not Suffer Thy People to Tend Thy Sickness
The Leader May Be Challenged At Any Time During Peace
The Leader May Not Be Challenged During Wartime
Ye Shall Take No Action That Causes a Caern to Be Violated
Level One
This rite is a form of apology. The offending party uses it to prevent the enmity of spirits or Garou whom an individual has offended, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact the rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon) that he pays homage to.
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success suffices for a gracious apology, but may not be enough to mend friendships or undo grievous errors. The more successes rolled, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of Contrition are looked upon poorly by elders. Most spirits will always accept a well-performed rite.
(Cha+Ritual diff 7)
Level One
This rite is a form of apology. The offending party uses it to prevent the enmity of spirits or Garou whom an individual has offended, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact the rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon) that he pays homage to.
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success suffices for a gracious apology, but may not be enough to mend friendships or undo grievous errors. The more successes rolled, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of Contrition are looked upon poorly by elders. Most spirits will always accept a well-performed rite.
(Cha+Ritual diff 7)
This common rite takes many form, but always involves pausing before the start of a hunt to praise Gaia and all her creatures. In addition, the Garou selects some item to hold her prayers. The item could be anything from an old belt to a shark-tooth necklace, but the werewolf must have it with her when she hunts. If she loses the item, she must choose a new one and begin her devotions anew.
System: If the Garou performs this rite before every hunt for three lunar months, she receives an additional die to all tracking rolls as long as she continues her pre-hunt prayers. If she neglects the prayer before even one hunt, she must begin the cycle again before she regains the bonus.
This common rite takes many form, but always involves pausing before the start of a hunt to praise Gaia and all her creatures. In addition, the Garou selects some item to hold her prayers. The item could be anything from an old belt to a shark-tooth necklace, but the werewolf must have it with her when she hunts. If she loses the item, she must choose a new one and begin her devotions anew.
System: If the Garou performs this rite before every hunt for three lunar months, she receives an additional die to all tracking rolls as long as she continues her pre-hunt prayers. If she neglects the prayer before even one hunt, she must begin the cycle again before she regains the bonus.
A specific form of the Rite of Contrition, this rite involves the werewolf stepping sideways into the Umbra just after making a kill, in order to thank her prey’s spirit for giving its life that she might survive.
System: The character must perform this rite upon every beast of Gaia (not including Wyrm-spawn) she slays for one full turning of the moon. Should she do so, all of her difficulty numbers drop by one when dealing with nature spirits. This bonus lasts until she kills an animal without taking time to thank the creature’s spirit.
A specific form of the Rite of Contrition, this rite involves the werewolf stepping sideways into the Umbra just after making a kill, in order to thank her prey’s spirit for giving its life that she might survive.
System: The character must perform this rite upon every beast of Gaia (not including Wyrm-spawn) she slays for one full turning of the moon. Should she do so, all of her difficulty numbers drop by one when dealing with nature spirits. This bonus lasts until she kills an animal without taking time to thank the creature’s spirit.
Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good "name" with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety.
OOC:
Her castle is open for the Garou
Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good "name" with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety.
[ooc]Her castle is open for the Garou
[/ooc]
You have inherited an enemy, not because of anything you’ve done, but because one of your ancestors incurred his wrath. The strength of the enemy determines the point value of the Flaw.
• (3 points) A powerful vampire or spirit creature who has sworn a vendetta against your family line.
You should work with the Storyteller to come up with a logical backstory surrounding your ancestor’s enemy, since encounters with your foe may provide an ongoing story arc for your chronicle. You must possess the Ancestors Background to take this Flaw.
You have inherited an enemy, not because of anything you’ve done, but because one of your ancestors incurred his wrath. The strength of the enemy determines the point value of the Flaw.
• (3 points) A powerful vampire or spirit creature who has sworn a vendetta against your family line.
You should work with the Storyteller to come up with a logical backstory surrounding your ancestor’s enemy, since encounters with your foe may provide an ongoing story arc for your chronicle. You must possess the Ancestors Background to take this Flaw.
You possess a hidden past which, if revealed, would cause you great embarrassment at best and make you an outcast or even hunted in Garou society at worst. Perhaps you had a lover who is a Black Spiral Dancer. Maybe you were responsible for the slaughter of your former pack or the mysterious death of a sept leader. This secret preys on your mind at all times, even though your friends and packmates are unaware of your shame. Occasionally, hints
about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice the experience points to buy it off.
OOC:
She eate her husband at her first turn
Compulsion (1 pt. Flaw)
You feel compelled to take certain actions at certain times or under specific circumstances. This psychological quirk sometimes takes a highly ritualized form (constant hand-washing or grooming) or else manifests in trigger situations (compulsive gambling, swearing, talking, stealing). This Flaw not only causes problems for you, but for your packmates as well. You may spend a Willpower point to avoid your compulsion temporarily. Check with your Storyteller to find out how long you can resist before you must spend another Willpower point or succumb to your compulsion.
OOC:
Fiddle with her sword
You possess a hidden past which, if revealed, would cause you great embarrassment at best and make you an outcast or even hunted in Garou society at worst. Perhaps you had a lover who is a Black Spiral Dancer. Maybe you were responsible for the slaughter of your former pack or the mysterious death of a sept leader. This secret preys on your mind at all times, even though your friends and packmates are unaware of your shame. Occasionally, hints
about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice the experience points to buy it off.
[ooc]She eate her husband at her first turn[/ooc]
Compulsion (1 pt. Flaw)
You feel compelled to take certain actions at certain times or under specific circumstances. This psychological quirk sometimes takes a highly ritualized form (constant hand-washing or grooming) or else manifests in trigger situations (compulsive gambling, swearing, talking, stealing). This Flaw not only causes problems for you, but for your packmates as well. You may spend a Willpower point to avoid your compulsion temporarily. Check with your Storyteller to find out how long you can resist before you must spend another Willpower point or succumb to your compulsion.
[ooc]Fiddle with her sword[/ooc]
[npcs="NPC list"]
Nieve|https://i.imgur.com/7Jn5RG9.jpeg
Nieve (Glabro)|https://i.imgur.com/FJPFnHL.jpeg
Nieve (Crinos)|https://i.imgur.com/4BHibj7.jpeg
Nieve (Hispo)|https://i.imgur.com/gMaSGZs.jpeg
Nieve (Lupus)|https://i.imgur.com/74grMaC.jpeg
[/npcs]
[2column][col]
[table="compact"]
[f=font-aladin large bold]Name:[/f]|[_=Lady Nivie]
[f=font-aladin large bold]Player:[/f]|[_=Runekyndig]
[f=font-aladin large bold]Concept:[/f]|[_=Lady of the castle turne warewolf]
[f=font-aladin large bold]Breed:[/f] |[_=Homid]
[f=font-aladin large bold]Auspice:[/f] |[_=Galliard ]
[f=font-aladin large bold]Tribe:[/f] |[_=Silver Fangs]
[f=font-aladin large bold]Rank:[/f] |[_=1 Cliath]
[f=font-aladin large bold]Pack Name:[/f] |[_=]
[f=font-aladin large bold]Pack Totem:[/f]|[_=]
[/table]
[/col]
[col]
[table]
[f=font-aladin large bold]Willpower, Max: [_=3][/f]|[_a=3/3]
[f=font-aladin large bold]Rage, Max: [_=4][/f]|[_a=0/4]
[f=font-aladin large bold]Gnosis, Max: [_=1][/f]|[_a=1/1]
[f=font-aladin large bold]Health:[/f]|[_hp=0/7] [f=tiny color:#ffffff00][_step1$=(hp>1)?-1:''][_step2$=(hp>3)?-1:''][_step3$=(hp>5)?-3:''][_hpmod$=0+step1+step2+step3][/f]
[/table]
[/col][/2column]
[f=centre][b]Glabro[/b]: [_glabro=1/1] [b]Crinos[/b]: [_crinos=0/1] [b]Hispo[/b]: [_hispo=0/1] [b]Lupus[/b]: [_lupus=0/1][/f]
[3column]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Physical[/f]|||
STR [_=]|[_attstr=3/5]|[_tstr$=attstr+glabro*2+crinos*4+hispo*3+lupus+hpmod]d10
DEX [_=]|[_attdex=4/5]|[_tdex$=attdex+crinos+hispo*2+lupus*2+hpmod]d10
STA [_=]|[_attsta=1/5]|[_tsta$=attsta+glabro*2+crinos*3+hispo*3+lupus*2+hpmod]d10
[/table][f=tiny color:gray]total: [_$=attstr+attdex+attsta-3]/[_=5][/f]
[/col]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Social[/f]|||
CHA [_=]|[_attcha=3/5]|[_$=attcha+hpmod]d10
MAN [_=]|[_attman=4/5]|[_$=attman-glabro*2-crinos*3-hispo*3-lupus*3+hpmod]d10
APP [_=]|[_attapp=3/5]|[_$=attapp-glabro+hpmod]d10
[/table][f=tiny color:gray]total: [_$=attcha+attman+attapp-3]/[_=7][/f]
[/col]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Mental[/f]||
PER [_=]|[_attper=2/5]|[_$=attper+hpmod]d10
INT [_=]|[_attint=3/5]|[_$=attint+hpmod]d10
WIT [_=]|[_attwit=2/5]|[_$=attwit+hpmod]d10
[/table][f=tiny color:gray]total: [_$=attwit+attint+attper-3]/[_=3+1][/f]
[/col]
[/3column]
[3column]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Talents[/f]|||
Alertness [_=]|[_ab1ale=1/5]|[_$=ab1ale]d10
Athletics [_=]|[_ab1at=1/5]|[_$=ab1at]d10
Brawl [_=]|[_abbra=0/5]|[_$=abbra]d10
Empathy [_=]|[_ab1emp=2/5]|[_$=ab1emp]d10
Expression [_=]|[_ab1exp=0/5]|[_$=ab1exp]d10
Intimidation [_=]|[_ab1int=1/5]|[_$=ab1int]d10
Leadership [_=]|[_ab1lea=2/5]|[_$=ab1lea]d10
Primal Urge [_=]|[_ab1urg=2/5]|[_$=ab1urg]d10
Streetwise [_=]|[_ab1stre=0/5]|[_$=ab1stre]d10
Subterfuge [_=]|[_ab1sub=0/5]|[_$=ab1sub]d10
Hobby Talent [_=]|[_ab1hob=0/5]|[_$=ab1hob]d10
[/table]
[f=tiny color:gray]total: [_$=ab1ale+ab1at+abbra+ab1emp+ab1exp+ab1int+ab1lea+ab1urg+ab1stre+ab1sub+ab1hob]/[_=9][/f]
[/col]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Skills[/f]|||
Animal Ken [_=]|[_ab2ak=0/5]|[_$=ab2ak]d10
Crafts [_=]|[_ab2craf=0/5]|[_$=ab2craf]d10
Drive [_=]|[_ab2dri=0/5]|[_$=ab2dri]d10
Etiquette [_=]|[_ab2eti=2/5]|[_$=ab2eti]d10
Firearms [_=]|[_ab2fire=0/5]|[_$=ab2fire]d10
Larceny [_=]|[_ab2lar=0/5]|[_$=ab2lar]d10
Melee [_=]|[_ab2mele=2/5]|[_$=ab2mele]d10
Performance [_=]|[_ab2per=1/5]|[_$=ab2per]d10
Stealth [_=]|[_ab2ste=0/5]|[_$=ab2ste]d10
Survival [_=]|[_ab2tec=0/5]|[_$=ab2tec]d10
Professional Skill [_=]|[_ab2pro=0/5]|[_$=ab2pro]d10
[/table]
[f=tiny color:gray]total: [_$=ab2ak+ab2craf+ab2dri+ab2eti+ab2fire+ab2lar+ab2mele+ab2per+ab2ste+ab2tec+ab2pro]/[_=5][/f]
[/col]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Knowledges[/f]|||
Academics [_=]|[_ab3aca=1/5]|[_$=ab3aca]d10
Computers [_=]|[_ab3com=0/5]|[_$=ab3com]d10
Enigmas [_=]|[_ab3eni=2/5]|[_$=ab3eni]d10
Investigation [_=]|[_ab3inv=3/5]|[_$=ab3inv]d10
Law [_=]|[_ab3law=1/5]|[_$=ab3law]d10
Medicine [_=]|[_ab3med=1/5]|[_$=ab3med]d10
Occult [_=]|[_ab3occ=3/5]|[_$=ab3occ]d10
Rituals [_=]|[_ab3rit=2/5]|[_$=ab3rit]d10
Science [_=]|[_ab3sci=0/5]|[_$=ab3sci]d10
Technology [_=]|[_ab3tec=0/5]|[_$=ab3tec]d10
Expert Knowledge [_=]|[_ab3exk=0/5]|[_$=ab3exk]d10
[/table]
[f=tiny color:gray]total: [_$=ab3aca+ab3com+ab3eni+ab3inv+ab3law+ab3med+ab3occ+ab3rit+ab3sci+ab3tec+ab3exk]/[_=13][/f]
[/col]
[/3column]
[2column][col]
[abilities=Backgrounds][table="compact"]
Allies[_=]|[_a=0/5]
Ancestors[_=]|[_a=3/5]
Contacts[_=]|[_a=0/5]
Fate[_=]|[_a=0/5]
Fetish [_=]|[_a=0/5]
Kinfolk[_=]|[_a=2/5]
Mentor[_=]|[_a=1/5]
Pure Breed[_=]|[_a=3/5]
Resources[_=]|[_a=3/5]
Rites[_=]|[_a=2/5]
Spirit Heritage[_=]|[_a=0/5]
Totem[_=]|[_a=0/5]
Hunting Grounds[_=]|[_a=3/5]
Castle[_=]|[_a=2/5]
[/table]
#Hunting Grounds
The Hunting Grounds Background typically represents a large stretch of wilderness in which a Garou (or pack) can freely hunt and breed. This wilderness generally contains no humans, though the Garou might choose to live within the area. (These humans might be Kinfolk, allies, contacts or just ordinary humans who happen to live in the area.) If the player prefers, Hunting Grounds may represent part of a city, though typically such is the case only among urban Garou. Hunting grounds in a city are rarely empty of human habitation. Quite the contrary, they are as populous as any other part of town. The influence of the Wyrm and Weaver is kept at a minimum in such areas, however, as the very territorial Garou are quick to burn out any such infestation in their homes.
This Background differs from the vampire Domain Background in a few respects, but the most important of them is that the Garou do not rule their hunting grounds. They protect and nurture the land. They hunt for food within them, but they do not despoil them. The Garou are almost never the "official" rulers of their hunting grounds. They are the caretakers, but they let the human nobility think that it rules the place while it passes laws governing it and so on. The Silver Fangs and Shadow Lords are the only exceptions, as they are the only formally rule over human cities in their time.
Hunting Grounds is probably the best choice for an Anchorage Background for a Background pool. Any people living within the hunting grounds might then be represented as Allies, Contacts or Kinfolk.
A single pack rarely, if ever, controls a caern, so a pack’s hunting grounds probably won’t contain one, so the pack manages to successfully perform the Rite of Caern Building (p. 147) and open a new caern, it will likely become the ruling body of the caern, but other members of their tribes will arrive in short order to help with the maintenance of the caern.
Just as dots in Domain can be used to increase the area’s size or security, a player (or troupe) may allocate dots of Hunting Grounds for any of the following:
• Reduce the Gauntlet within the grounds by one (to a minimum of 4).
• Make the area more amenable to human and Garou survival. Reduce the difficulty of Survival rolls by one. (This can be bought only three times.)
• Make the beasts of the area more amenable to the Garou. Reduce the difficulty of Animal Ken rolls by one. (This can be bought only three times.)
• Make the flora of the area more useful. Reduce the difficulty of rolls involving plants (including Medicine and Herbal Wisdom rolls to employ them for healing) by one. (This can be bought only three times.)
The troupe might also decide to increase the difficulties of the preceding rolls, or to gain points toward their Hunting Grounds rating. For example, the Hunting Grounds might be located primarily in a rolling field that is almost completely devoid of healing or useful herbs. The troupe might decide to apply +2 difficulty to any rolls to use those plants then add two points to the Hunting Grounds rating (which might then be applied to size or a different modifier).
Note that these points to the difficulty of Abilities apply throughout the hunting grounds, and they do not affect the difficulty of supernatural abilities within the area. Additionally, these modifiers cannot take a difficulty below 2 or above 9.
Hunting Grounds size:
• An acre or so — space to run, perhaps hiding place, but nothing but space through except small game and that which is just passing through.
•• A small wood, perhaps with a stream running through it. A few acres.
••• Several acres with plenty of native wildlife.
•••• A broad swath of land. Dozens of acres.
••••• A large and verdant wilderness, with a heart more than a day away from civilization
#Kinfolk
Kinfolk are otherwise normal humans and wolves who
descended from Garou without inheriting their spiritual duty.
Through this Background you are in contact with a number of
Kinfolk. While Kinfolk are normal members of their species
in most respects, they are immune to the Delirium, giving
them the dubious advantage of looking upon a Crinos-form
werewolf. They know that you are Garou, and they are
willing to help you however they can, although most are not
in positions of power (such people are considered Allies).
Networks of Kinfolk are a valuable way for werewolves to deal
with the human world without risking frenzy or discovery.
Some Kinfolk may be related to you directly, while others
are contacts you have made through your sept.
Kinfolk may be pooled among a pack.
• Two Kinfolk
•• Five Kinfolk
••• 10 Kinfolk
•••• 20 Kinfolk
••••• 50 Kinfolk
#Resources
The Resources Background describes your character’s access to and control over a range of valuable assets. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital such as stocks and bonds. A character’s Resources depend upon the standard of living she’s comfortable with — a lupus in the Yukon isn’t likely to get a wire transfer from her broker each month. A character with no dots in Resources can have enough clothing and supplies to get by, or she may be homeless, sleeping in a den in her lupus form.
You receive a basic allowance each month based on your rating, so make sure to detail where this money comes from. The Storyteller will determine how much this is based on the area your game takes part in and the cultures you’re in contact with. A werewolf’s fortune can run out if she’s fighting in the Amazon rather than managing her stock portfolio. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all.
Resources can be pooled among a pack.
• Sufficient. You don’t get many spending sprees, but you’ve got a decent place to live, a car that doesn’t crap out every week, and a decent standard of living for the working class.
•• Moderate. You’re thoroughly middle-class in in-come, and can afford the odd indulgence. You can hire specific help as necessary. You have enough available cash, portable property, and valuables that you can maintain a one-dot standard of liv-ing wherever you are for up to six months.
••• Comfortable. You own a house and some land outright, which you may let the sept use or keep for your pack, and you’ve a reputation that gives you easy access to credit at good terms. More of your assets are tied up in property than in cash, and if needs be you can maintain a one-dot standard of living wherever you are for as long as you like.
•••• Wealthy. You have serious financial power, and are one of the richest people in your country. You don’t deal much with actual cash, using more valuable and stable assets to pay off debts as they arise. When you can’t focus on maintaining your level of Resources, you can live at the three-dot level for up to a year, or a two-dot life indefinitely.
••••• Extremely Wealthy. You’re one of the richest people on Earth. You have multiple homes, many forms of luxury transport, and frequently show up in glossy magazines and on gossip websites. You have assets everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.[/abilities]
[abilities=Renown][table="compact"]
[f=font-aladin large bold]Glory, Permanent: [/f]|[_a=2/10]
[f=font-aladin large bold]Glory, Temporary: [/f]|[_a=0/10]
[f=font-aladin large bold]Honor, Permanent: [/f]|[_a=0/10]
[f=font-aladin large bold]Honor, Temporary: [/f]|[_a=0/10]
[f=font-aladin large bold]Wisdom, Permanent: [/f]|[_a=1/10]
[f=font-aladin large bold]Wisdom, Temporary: [/f]|[_a=0/10]
[/table][/abilities]
[/col][col]
[abilities=Combat]
[table=rolls]Rolls|
Initiative|[_$=tdex+attwit]d10
Soak damage (6)|[_$=tsta-hpmod]d10
[/table]
successes on attack [_soa=5]
[table=rolls]Weapon |Attack| Damage
Claws (diff[_$=6-lupus]) |[_$=tdex+abbra]d10 |[_$=tstr+2+soa]d10
Bite (diff[_$=5-lupus]) |[_$=tdex+abbra]d10| [_$=tstr+1+hispo+soa]d10
Sword (diff [_=6]) | [_$=tdex+ab2mele]d10|[_$=tstr+2+soa]d10
[/table]
Lethal and Bashing regen 1/turn
AG you heal 1/day of full rest.[/abilities]
[abilities=Gifts]
#Persuasion (Level One)
This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
[b]System: [/b]The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or ausing an addict to seriously reconsider the course of his life).
#Call of the Wyld (Level One)
The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift.
[b]System: [/b]The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58).
The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.
#Tribe:Sense Wyrm
Sense Wyrm (Level One) — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.
[b]System[/b]: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.[/abilities]
[abilities=Notes]
[b]The Litany[/b]
Garou Shall Not Mate With Garou (see Metis)
Combat the Wyrm Wherever it Dwells and Whenever it Breeds
Respect the Territory of Another
Accept an Honorable Surrender
Submission to Those of Higher Station
Respect Those of Lower Station, for all are of Gaia.
The First Share of the Kill for Greatest in Station
Ye Shall Not Eat the Flesh of Humans
The Veil Shall Not Be Lifted
Do Not Suffer Thy People to Tend Thy Sickness
The Leader May Be Challenged At Any Time During Peace
The Leader May Not Be Challenged During Wartime
Ye Shall Take No Action That Causes a Caern to Be Violated
[b]The group[/b]
[/abilities]
[/col][/2column]
[linebreak]
[2column][col]
[abilities=Rites]
#Rite of Contrition
Level One
This rite is a form of apology. The offending party uses it to prevent the enmity of spirits or Garou whom an individual has offended, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact the rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon) that he pays homage to.
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success suffices for a gracious apology, but may not be enough to mend friendships or undo grievous errors. The more successes rolled, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of Contrition are looked upon poorly by elders. Most spirits will always accept a well-performed rite.
(Cha+Ritual diff 7)
#Hunting Prayer
This common rite takes many form, but always involves pausing before the start of a hunt to praise Gaia and all her creatures. In addition, the Garou selects some item to hold her prayers. The item could be anything from an old belt to a shark-tooth necklace, but the werewolf must have it with her when she hunts. If she loses the item, she must choose a new one and begin her devotions anew.
System: If the Garou performs this rite before every hunt for three lunar months, she receives an additional die to all tracking rolls as long as she continues her pre-hunt prayers. If she neglects the prayer before even one hunt, she must begin the cycle again before she regains the bonus.
#Prayer for the Prey
A specific form of the Rite of Contrition, this rite involves the werewolf stepping sideways into the Umbra just after making a kill, in order to thank her prey’s spirit for giving its life that she might survive.
System: The character must perform this rite upon every beast of Gaia (not including Wyrm-spawn) she slays for one full turning of the moon. Should she do so, all of her difficulty numbers drop by one when dealing with nature spirits. This bonus lasts until she kills an animal without taking time to thank the creature’s spirit.[/abilities][/col]
[col][abilities=Fetishes]
[/abilities]
[/col][/2column]
[linebreak]
[2column][col]
[abilities=Merits]
#Reputation (2 pt. Merit)
Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good "name" with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety.
[ooc]Her castle is open for the Garou
[/ooc][/abilities][/col]
[col][abilities=Flaws]
#Foe From the Past (3)
You have inherited an enemy, not because of anything you’ve done, but because one of your ancestors incurred his wrath. The strength of the enemy determines the point value of the Flaw.
• (3 points) A powerful vampire or spirit creature who has sworn a vendetta against your family line.
You should work with the Storyteller to come up with a logical backstory surrounding your ancestor’s enemy, since encounters with your foe may provide an ongoing story arc for your chronicle. You must possess the Ancestors Background to take this Flaw.
#Dark Secret (1 pt. Flaw)
You possess a hidden past which, if revealed, would cause you great embarrassment at best and make you an outcast or even hunted in Garou society at worst. Perhaps you had a lover who is a Black Spiral Dancer. Maybe you were responsible for the slaughter of your former pack or the mysterious death of a sept leader. This secret preys on your mind at all times, even though your friends and packmates are unaware of your shame. Occasionally, hints
about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice the experience points to buy it off.
[ooc]She eate her husband at her first turn[/ooc]
Compulsion (1 pt. Flaw)
You feel compelled to take certain actions at certain times or under specific circumstances. This psychological quirk sometimes takes a highly ritualized form (constant hand-washing or grooming) or else manifests in trigger situations (compulsive gambling, swearing, talking, stealing). This Flaw not only causes problems for you, but for your packmates as well. You may spend a Willpower point to avoid your compulsion temporarily. Check with your Storyteller to find out how long you can resist before you must spend another Willpower point or succumb to your compulsion.
[ooc]Fiddle with her sword[/ooc]
[/abilities]
[/col][/2column]
[linebreak]
[2column][col]
[abilities=Metis Deformity]
Freebi points
Background: Huntring grounds (3)
Background: Kinfolk (3)
Background: Rituals (3)
Background: Mentor (1)
Attributes: (5)
[/abilities][/col]
[col][abilities=Battle Scars]
[/abilities]
[/col][/2column]
[linebreak]
[abilities=Derangements]
[/abilities]
[linebreak]
[abilities=Forms]
[img]https://i.ibb.co/B2JKG1R2/w20-forms.png[/img]
[/abilities]
[linebreak]
Has anyone tried running or played in a chronicle where the PCs are of the "evil" types? Black Spirals pack, Nephandi/barabbi coven, infernalist Cainites or Baali apostates? How'd it go?
What are your favourite fan-made supplements, if any? I've recently perused the Storyteller's vault and picked this free little project-book - Through the Looking Glass. It's about an alternative VTM universe where Clans and Bloodlines positions are reversed. Definitely got my creative juices flowing to pick up a similar old idea of mine. Any of your own published WoD/CoD fan-projects to plug?
On a similar note, Princess the Hopeful. Is a thing, and apparently good. Anyone tried? Which edition to pick for the first time reader?
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
[f=large centre]Active Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Legacy of Lazarus | MtAs20 | BedzoneII | No | [url=https://gamersplane.com/forums/thread/39654]link[/url] | Yes
It's a Kind of Magic | MtAs20 | [s]JoshuaMabry[/s] emsquared | No | [url=https://gamersplane.com/forums/thread/37941]link[/url] | Yes
Buried Shallow | V20/Revised | reversia.ch | No | [url=https://gamersplane.com/forums/thread/36810]link[/url] | No
Boca Raton by Night | V20/V5 | DragonDweller62 | No | [url=https://gamersplane.com/games/5280]link[/url] | No
Rage Across Oregon | WTA? | JospehStrange | No | [url=https://gamersplane.com/games/5289/]link[/url] | No
End of Paradise | W5 | valentine_teddies | Yes | [url=https://gamersplane.com/games/5296/]link[/url] | No
[/table]
[f=large centre]Completed/Inactive/Retired Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Yours to Keep | CtD20 | Qralloq | - | [url=https://gamersplane.com/games/4915]link[/url] | No
Phoenix By Night | V20 | Qralloq | - | [url=https://gamersplane.com/games/5195/]link | No[/url]
World Of Darkness | VDA20 | emsquared | - | [url=https://gamersplane.com/forums/10336]link[/url] | Yes
Singing Streets, whispering alleys | WoD20 | reversia.ch | - | [url=https://gamersplane.com/games/4970/]link[/url] | Yes
Wraith | Wraith20 | BedzoneII | ??? | [url=https://gamersplane.com/games/5240/]link[/url] | Yes
Fereau City | V5 | Dirigible | ??? | [url=https://gamersplane.com/games/5127]link[/url] | Yes
Let the Streets Run Red | V5 | BedzoneII | - | [url=https://gamersplane.com/games/4926]link[/url] | Yes
Houston by Night | V20 | The_Ecumenical_Antifa | No | [url=https://gamersplane.com/games/5233/]Link[/url] | No
Edges of the Darkest Sky | WtA20 | Alordis | No? | [url=https://gamersplane.com/forums/thread/38955]link[/url] | Yes
[/table]
Other Links of Interest:
[url=https://gamersplane.com/forums/thread/21532/]Custom Character Sheet List[/url] - most of oWoD titles are included, good for practicing chargens.
[url=https://gamersplane.com/forums/thread/38186/]Vampire for Newcomers Idea[/url] - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Update: Added ems^2' old VDA20 game.
Update: Lazarus is live and closed.
Update: Added Phoenix-in-limbo.
Update: Old Las Vegas CtL game circa '21 added.
Update 4/7: Phoenix is live and closed, Werewolf recruiting.
Update 5/10: Moved "Edges.." to inactive.
Update 5/12: Houston by Night is live and recruiting!
Update:5/19 Houston closed and live, Wraith ph added.
Update:6/3 Phoenix and Yours to Keep retired, added 2 old Geist games
Update:7/? Boca Raton and Oregon added, Houston inactive
Simple Flow Chart-making - excalidraw.com
GhoulApp - VTM Character Builder and Chronicle Manager - link
GarouApp - Same as above, but for WTAlink
VTM Fortunes of the Dead zine - link
WoD Community Board on Tumblr - link
WoD Hallozine - link
[ +- ] Actual Plays
Storyteller Spira - "A wonderful example of how to run sandbox, character driven chronicles. While this amazing Storyteller is not with us anymore, her stories live on to inspire next generation of storytellers. This is what really inspired me to start storytelling and Spira is the person by watching whom I learned the ropes of how to do it. Well worth the watch. Also one of the few places that house classic HtR play." - reversia
Caffeinated Conquests - "What if a serious goth ST gathered his merry band of madman friends to play all sort of WoD goods? This is what. These guys played a lot of stuff over the years, so if you're looking to see how some obscure WoD stuff works - they might have what you're looking for. I also recommend taking a look at their "How not to *Clan name*" series. The first video - How not to Toreador - is my favourite by far, but others are fun as well." - reversia
Final Show Films - "These guys play a lot of WoD/CoD stuff, especially Werewolf the Apocalypse. Nice crew, some queer representation almost always present." - reversia
If you have any other resources you'd like to see added here, post them in the thread!
Popping back into this thread…I’m dreadful at keeping up with long threads LOL. Compelled by the recent conversations going on though.
emsquared says:
Which could potentially be pretty unfortunate as I view V5 as the best mechanical version of the game ever, for narrative-focus purposes.
That’s a really interesting perspective. I was introduced to the WoD by playing V5, though very briefly (so briefly, I don’t even remember how the system works.) My partner introduced me to V20 and for the last year, I’ve been familiarizing myself with and running that.
But I’m coming into my own as a GM and I started to realize that the level of crunch can be overwhelming for me, as someone who’s only been GMing for a year. I’ve been running Hunter: the Reckoning 5th edition lately, and I’ve really been jiving with the system, how it streamlines game mechanics for narrative purposes.
So I think I wanna give V5 another shot. Gonna start with a respec of my first V5 character since I’m in a better position to understand the system now…
As someone who discovered V20 and V5 at roughly the same time, I never really understood why so many people disliked the lore of V5. I like it just fine myself, and I'm actually considering running a V5 game sometime in the distant future, despite being a newbie to the rules and setting.
While I have long stopped being a primary audience for VtM, here are some things from others' second-hand accounts that made me shake my head about V5:
Effective removal of the Sabbat, especially as PCs (I'm not sure if that change got walked back).
Seems like a lot of the old lore that made the setting so full of elder intrigue got removed, sometimes with stealth retcons.
Hunters get Technocracy-grade super-surveillance as NPCs, but also people say that when the hunters are the PCs their lore competence in such matters is much lower, which makes both sides of the coin look bad.
I heard bad thigns were done to iconic disciplines/clans like Vicissitude.
Not a lore element, but a thing that made me wary of V5: the use of red dice makes the game sound much more roll-centric, which seems misplaced for a narrative-leaning game like WoD; plus, the nature of probability means that a lot depends on whether stuff is resolved as one roll, many rolls, or a non-roll - this can distort narrative outcomes depending on game-design/roll-design decisions.
Effective removal of the Sabbat, especially as PCs (I'm not sure if that change got walked back).
There is an entire Sabbat book (including Disciplines etc), but it is entirely geared towards them being an Antagonist group-exclusively. No character creation guidance.
That said, I've seen people say it's not too hard to homebrew that.
vicky_molokh says:
Hunters get Technocracy-grade super-surveillance as NPCs, but also people say that when the hunters are the PCs their lore competence in such matters is much lower, which makes both sides of the coin look bad.
I would add that all splats got powered down in 5th edition. Vampires Werewolves and Hunters all feel more "street level" starting out
And the Inquisition isn't necessarily the same thing as Hunters. Inquisitors got powered up. Hunters got powered down.
vicky_molokh says:
I heard bad thigns were done to iconic disciplines/clans like Vicissitude.
This is subjective.
Disciplines as a whole got overhauled. Most signature Discipline are now "Amalgams" requiring combinations of basic Disciplines.
It achieved a lot of things from a narrative and game design perspective, such as making signatures more a product of progression, and decreasing the number of Disciplines out there reducing crunch in that way.
Ofc the oWoD purists are upset about it tho. I didn't like Amalgams at first, but eventually could see what they achieved with it (in addition to what was lost).
Was it a net gain or loss is subjective (often directly related to how much of a grognard you are).
vicky_molokh says:
Not a lore element, but a thing that made me wary of V5: the use of red dice makes the game sound much more roll-centric, which seems misplaced for a narrative-leaning game like WoD;
They traded resource management-based mechanics (Blood Pool) for emergent narrative drive by dice (Rouse)... that is actually what they did.
Is resource management more narrative-leaning than emergent narrative driven by dice?
I'd say no.
With resource management you're inextricably tied to the resource and those mechanics. Managing your resource can push you toward narratives. But in Vampire at least you can "engineer away" much of the need for narrative to manage your resource with mechanics, and most people do.
Where's emergency narrative driven by dice... you cannot escape the narrative. You have less control over exactly what that is, yes.
But it pretty inarguably creates more narrative, more interaction and roleplay with the world through narrative.
As someone who discovered V20 and V5 at roughly the same time, I never really understood why so many people disliked the lore of V5. I like it just fine myself, and I'm actually considering running a V5 game sometime in the distant future, despite being a newbie to the rules and setting.
That’s interesting to hear! I’d be interested in checking out your V5 game whenever you feel ready to announce it.
Effective removal of the Sabbat, especially as PCs (I'm not sure if that change got walked back).
There is an entire Sabbat book (including Disciplines etc), but it is entirely geared towards them being an Antagonist group-exclusively. No character creation guidance.
That said, I've seen people say it's not too hard to homebrew that.
I guess they can do that, but 'you can fix it' is not the same as 'it is not an issue'.
emsquared says:
vicky_molokh says:
Hunters get Technocracy-grade super-surveillance as NPCs, but also people say that when the hunters are the PCs their lore competence in such matters is much lower, which makes both sides of the coin look bad.
I would add that all splats got powered down in 5th edition. Vampires Werewolves and Hunters all feel more "street level" starting out
And the Inquisition isn't necessarily the same thing as Hunters. Inquisitors got powered up. Hunters got powered down.
Lowercase-h hunters in the sense of being mortals who hunt vampires and other splats. It still gives a strong taste of 'antagonist off-screen phlebotinum', in the sense that the creators hyped up the mortals as a threat to vampires, then released a mortal-side book, everyone says the mortals do not get to play the cool stuff that was in the hype.
emsquared says:
vicky_molokh says:
I heard bad thigns were done to iconic disciplines/clans like Vicissitude.
This is subjective.
Disciplines as a whole got overhauled. Most signature Discipline are now "Amalgams" requiring combinations of basic Disciplines.
It achieved a lot of things from a narrative and game design perspective, such as making signatures more a product of progression, and decreasing the number of Disciplines out there reducing crunch in that way.
Ofc the oWoD purists are upset about it tho. I didn't like Amalgams at first, but eventually could see what they achieved with it (in addition to what was lost).
Was it a net gain or loss is subjective (often directly related to how much of a grognard you are).
Sure, it is subjective, but it is a direct answer to what one may dislike about V5 lore. For me, there's a big appeal of Vicissitude as being a thing that is fundamental to being Tzimisce, not an add-on that is built later through some crossover with another Discipline.
emsquared says:
vicky_molokh says:
Not a lore element, but a thing that made me wary of V5: the use of red dice makes the game sound much more roll-centric, which seems misplaced for a narrative-leaning game like WoD;
They traded resource management-based mechanics (Blood Pool) for emergent narrative drive by dice (Rouse)... that is actually what they did.
Is resource management more narrative-leaning than emergent narrative driven by dice?
I'd say no.
With resource management you're inextricably tied to the resource and those mechanics. Managing your resource can push you toward narratives. But in Vampire at least you can "engineer away" much of the need for narrative to manage your resource with mechanics, and most people do.
Where's emergency narrative driven by dice... you cannot escape the narrative. You have less control over exactly what that is, yes.
But it pretty inarguably creates more narrative, more interaction and roleplay with the world through narrative.
I would say that resource tracking that meaningfully ties to in-setting resources is more narrative than the diced gamist/abstracted alternatives. Perhaps my example will be a bit on the extreme side for the sake of contrast, but consider these two comments:
"After losing the starboard cargo hold, our ship now only has 120 rations left."
"After losing the starboard cargo hold, our ship is lower on rations. OOC: we will be rolling 1d10 and when it comes up 1, you run out of rations."
The former allows the characters to make meaningful conclusion and make informed and meaningful in-character choices. The latter is a gamist abstraction that forces OOC-only thinking, obfuscate the in-setting situation from the players through mechanics, and forces vaguifying the narrative.
You may point towards subjectiveness of these views, but it is a view the explanation of which will hopefully let Morphling have some understanding of why some people dislike V5.
the creators hyped up the mortals as a threat to vampires, then released a mortal-side book, everyone says the mortals do not get to play the cool stuff that was in the hype.
This is like complaining about how CR10 NPCs exist in D&D as "Monsters" but you can't play them instantly as characters.
Kind of a weird and pointless thing to point out.
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a thing that is fundamental to being Tzimisce, not an add-on that is built later through some crossover with another Discipline.
Yes, we've already established that since you've become used to one thing linking fiction to mechanics in a certain way, that it is unacceptable to you for the game designers to choose to link those same mechanics to fiction in a different way. But...
That's a you thing. And it's a thing closer to a tantrum over the thing not being just how you've come to like it rather than a reasoned argument based on merits.
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The former allows the characters to make meaningful conclusion and make informed and meaningful in-character choices. The latter is a gamist abstraction that forces OOC-only thinking, obfuscate the in-setting situation from the players through mechanics, and forces vaguifying the narrative.
Yea, so what I think the game designers are telling you through their game design choices is that vampires aren't that in-control of the Beast. That's a part of the horror.
Blood Pool doesn't lead to storytelling and it doesn't lead to horror. Blood Pool actually does what you say is a bad thing - it drives OOC only thinking, it leads to people engineering the inconvenience away through mechanics. It makes it an ooc math game, not a story.
I could probably count on one hand the number of times, across decades of play and dozens of different players and STs, that the Beast ever actually became an issue under pre-V5 systems. It's a joke. It's vampires-as-superheroes. It's a power fantasy game like D&D. The only horror was what we decided to create, the system did not support emergent horror and it didn't drive you towards storyrelling that centered on that horror. Lack of control is horror.
There's no abstraction, and no obfuscation, with Hunger and Rouse checks in V5. Your character knows that the Beast lurks behind every use of Vitae. There's just less control. There IS the Beast. Unavoidably.
Reading between the lines?
You like control. You like the power fantasy.
That's fine! That's valid! Lots of ppl like that! I like that, when that's what I want out of the game experience!
But if I want horror? If I want mechanics that drive me towards narratives that actually strike at emotions? A system geared toward power fantasy isn't going to give that.
V5 does that.
V5 totally creates a different feel of the whole VtM experience, than what came before. If you really like what it was before? Ofc you may not like the new feel. That's a tale old as time.
It's not invalid. But let's be honest what's going on here with your issues.
the creators hyped up the mortals as a threat to vampires, then released a mortal-side book, everyone says the mortals do not get to play the cool stuff that was in the hype.
This is like complaining about how CR10 NPCs exist in D&D as "Monsters" but you can't play them instantly as characters.
Monsters are more about individual power. But the threat of mortals in V5 seems to be hyped up in terms of collective / organisational power, but it seems that when the shoe's on the other foot that hype wasn't lived up to. Contrast how in earlier editions, mundane mortal hunters were not hyped up as much - they were considered a threat not to be dismissed but not this ubiquitous and almost infallible Damocles' sword. (Meanwhile, the Technocracy was presented as powerful both from an outside and inside view, at least about as powerful as mages individually plus some of the institutional benefits.)
emsquared says:
Quote:
a thing that is fundamental to being Tzimisce, not an add-on that is built later through some crossover with another Discipline.
Yes, we've already established that since you've become used to one thing linking fiction to mechanics in a certain way, that it is unacceptable to you for the game designers to choose to link those same mechanics to fiction in a different way. But...
That's a you thing. And it's a thing closer to a tantrum over the thing not being just how you've come to like it rather than a reasoned argument based on merits.
Shrug. There are changes that change things I'm used to, but I'm indifferent to the changes themselves (e.g. the necromantic clans' unification). But Vicissitude as an iconic, essential Discipline for the Tzimisce, both Revenant and Cainite, is something I genuinely like and not merely defending because of sheer inertia.
emsquared says:
Quote:
The former allows the characters to make meaningful conclusion and make informed and meaningful in-character choices. The latter is a gamist abstraction that forces OOC-only thinking, obfuscate the in-setting situation from the players through mechanics, and forces vaguifying the narrative.
Yea, so what I think the game designers are telling you through their game design choices is that vampires aren't that in-control of the Beast. That's a part of the horror.
Blood Pool doesn't lead to storytelling and it doesn't lead to horror. Blood Pool actually does what you say is a bad thing - it drives OOC only thinking, it leads to people engineering the inconvenience away through mechanics. It makes it an ooc math game, not a story.
I don't see it as OOC. Rationing the blood pool in a game to me seems to me very similar to rationing drinking water IRL. I'm not switching to 'OOC thinking' when I ration water IRL, so why would it be OOC thinking when I do the same with vitae in a campaign? Especially if it is known that a BP is approximately a half-litre of blood in the narrative, so it's not like it's some purely gamist unit divorced from the game world.
Not making everything diced makes for more meaningful cause-and-effect within the narrative. (On a side note, while I'm not the target audience for it, I appreciate a VtM-esque PbtA game Undying for not using dice at all. That I consider an interesting innovation that breaks with tradition. But V5 went in the opposite direction and wants to be more rolly.)
emsquared says:
I could probably count on one hand the number of times, across decades of play and dozens of different players and STs, that the Beast ever actually became an issue under pre-V5 systems. It's a joke. It's vampires-as-superheroes. It's a power fantasy game like D&D. The only horror was what we decided to create, the system did not support emergent horror and it didn't drive you towards storyrelling that centered on that horror. Lack of control is horror.
There's no abstraction, and no obfuscation, with Hunger and Rouse checks in V5. Your character knows that the Beast lurks behind every use of Vitae. There's just less control. There IS the Beast. Unavoidably.
Reading between the lines?
You like control. You like the power fantasy.
That's fine! That's valid! Lots of ppl like that! I like that, when that's what I want out of the game experience!
But if I want horror? If I want mechanics that drive me towards narratives that actually strike at emotions? A system geared toward power fantasy isn't going to give that.
V5 does that.
V5 totally creates a different feel of the whole VtM experience, than what came before. If you really like what it was before? Ofc you may not like the new feel. That's a tale old as time.
It's not invalid. But let's be honest what's going on here with your issues.
Just as you're giving a "direct answer"?
I am giving the direct counterpoint.
While I think you're spot-on about liking control (which is why, despite 'simulationist' roots, I learned to embrace narrative games with direct narrative mechanics), and I do appreciate the monsters being more powerful than mortals overall, the superheroes part off the mark - superheroes are something I never felt kinship with (probably because my familiarity with superheroes comes almost exclusively for a handful of films, and not the source material), so the implication that that is what I'm after does not look to me as 'being honest about my issues'.
Now, it's fine that the two of us have different likes. But are we each trying to defend our preferences, or are we trying to describe and enumerate things that people dis/like about V5?
That’s interesting to hear! I’d be interested in checking out your V5 game whenever you feel ready to announce it.
What aspects of V5 lore do you like?
Honestly, I haven't delved too deep into it yet, but I like the Second Inquisition and the idea of Sabbat as a bunch of undercover special ops vampire teams.
So you think a vampire has a liquid level meter that tells him exactly how much vitae is contained in his gut? Or a counter in his brain that ticks down with exacting precision the very ephemeral concept of willpower??? That's... weird. And not accurate. You're not describing narrative or storytelling. You're describing mechanics and crunchy bean-counting mechanics at that.
Yes, those mechanics have a narrative description, but that doesn't mean it ever really translates into created-narrative or roleplay at the table. Describing stats on a character sheet with in-world terms is not storytelling.
And instead of engaging with BP and it's management as a narrative element, people just buy ranks in Herd, or an Ally, or Resources, or just dots in their favorite attribute+skill that they use to get blood and hunt, and they offload any narrative or storytelling onto those mechanics - and, critically if we're conceiving of VtM as a game of storytelling based around personal horror, they very rarely, almost never, have to worry about the Beast for that reason.
Only in a heated combat or if there's A LOT of fire around is the Beast ever really knocking at the door in pre-V5 VtM. And even then both of which can, again, be engineered to be a minimal threat through mechanics/stats and math-rocks.
If you want horror out of the Blood Pool, you HAVE to choose and seek that out really intentionally by zooming in on feeding. Otherwise it's just: "Ok make Hunt check. Moving on!!"
And... people always say that's the kind of game they want, "gritty, street-level" vampirism, but then when they get in game? They stack 5 dots in Resources and are Gen 10 and own a huge music club... and VtM absolutely usually plays out like a power fantasy.
Just because you're a Neonate trying to keep your head down under the whims of an eccentric Prince does not mean it's not a power fantasy. Just like in D&D, just because you're level 1 and there's a BBEG, doesn't mean that's not a power fantasy. There's always a bigger fish. If there's not? The power fantasy frankly doesn't work! You have to have someone more powerful to punch up at (and succeed against) to be powerful yourself!
You can be all about the power fantasy without playing specifically vampires-as-superheroes, but vampires without real threat of the Beast are ultimately just vampires-as-superheroes, and certainly a power fantasy.
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But are we each trying to defend our preferences, or are we trying to describe and enumerate things that people dis/like about V5?
I think you need to go re-read my initial response to your assertions. Because I think you will find that I largely was 1. confirming much of what you said, and 2. adding context that was actually independent of Edition Wars entirely. My responses were about game design and how we can think about what kind of game VtM says it is versus what it actually is and does with mechanics.
If I'm defending anything, it's the principle that system and game design matters with regards to what the players can easily achieve at the table.
So you think a vampire has a liquid level meter that tells him exactly how much vitae is contained in his gut? Or a counter in his brain that ticks down with exacting precision the very ephemeral concept of willpower??? That's... weird. And not accurate. You're not describing narrative or storytelling. You're describing mechanics and crunchy bean-counting mechanics at that.
No I don't. Do you seriously think I think that? But I think just as mortals IRL count rations, calories, and water bottles, so vampires can approach their own physiologies through reason and make decisions based on their observations ('a mortal needs an average of three rations per day, a cainite needs an average of 3½ litres per week not accounting for forms of mystical exertion').
The connection is much much fuzzier with willpower, but with blood there is actually a narrative description of what these things mean in-setting, and I don't think vampires should be less capable of making logistic decisions based on observation and reasoning than real-life mortals who deal with non-vampire logistics or nutrition.
Meanwhile, divorcing the mechanics and the in-setting details often risks bringing forth a curse a certain subset of writers is infamous for: a lack of sense of scale.
Again, this isn't to say that all game phenomena have precise mapping onto the in-setting/narrative phenomena, but how much feeding a vampire requires was actually a reasonably solid and accessible-to-knowledge match.
As for the other stuff, I admit I may be not the target audience for the Beast theme. I think protagonists get enough temptations to lose Humanity without actions-caused-by-Frenzies, though Frenzies did happen with sufficient requency when I GMed decades ago. (I also find BlueAndOrangeMoralities of Paths more interesting than the spiral into mere beasthood.)
So . . . yeah, I do find the powers interesting, and I am not the target audience for complete underdog stories (which BTW is why I appreciate Exalted as breaking that stereotype), but I tend to see VtM vampires more as blue-and-orange-morality master conspirators with fangs, not big blue boyscout superheroes with fangs.But hey, I drifted away from VtM a long time ago, and my engagement with it nowadays is a peripheral curiosity with a pinch of nostalgia, so my opinions are probably not of much importance.
I'm not gonna engage with the rest of this current discussion because the argument is getting personal on multiple sides, and I don't think that's productive. I'm just here for discussing the 20th and 5th systems as someone interested and trying both.
Morphling says:
Honestly, I haven't delved too deep into it yet, but I like the Second Inquisition and the idea of Sabbat as a bunch of undercover special ops vampire teams.
I like the Second Inquisition as well, I feel like moving into the modern nights calls for modern threats. And the concerns around surveillance by government powers is pertinent. I'm not as familiar with the Sabbat lore in V5.
As I've said, I've been playing Hunter for the past few months, starting out I worried it wouldn't be able to handle grey morality and it would lean into superhero-humans but it's since won me over. It feels very noir and underdog. I also like that governmental hunter orgs are antagonists to the capital-H Hunters as well. They're fun to read about in the H5 splat.
In other news, I'm preparing to announce my WtA 5th game soon! I pitched it months back. It's set in South Florida, and can be considered a sister game to @DragonDweller62's Boca Raton by Night chronicle--we've talked a lot about the setting together, we have lots of thoughts on it. The games' themes will be along similar lines but have distinct focuses.
Will probably take a few days till the announcement thread is up. I'm excited to run it.
Thanks valentine_teddies for noticing that some of the last few posts have some tone that veers towards personal argument. Let's be mindful about that to take it down a notch, appreciate that from everyone please.
I wanna chime in too on this topic since I play/run both, and will remind us that the debate is about V5 vs older edition mechanics (eg blood pool vs rouse check) and what that difference implies about the kind of game we are imagining or experiencing, and why we might prefer one or the other.
just as mortals IRL count rations, calories, and water bottles, so vampires can approach their own physiologies through reason and make decisions based on their observations
Mortals don't have to deal with nutrition in WoD ofc, but they do in D&D however. So is your assertion that D&D is the more narrative game? Because they have to track rations and arrows and spell slots and things? That seems to be where your assertion goes.
Beyond that, sure, let's engage that line of thought on it's own merits... Again.
And again... logistics is not usually creating narrative. "Managing their physiology" (Blood Pool) is done largely by mechanics and dice-rolls. It creates rolling. It creates roll-play. And it keeps the Beast solidly beyond arms length. Heck, even in V5 you can largely handle it through mechanics, but they did add Resonance to TRY to make it more narrative (tho admittedly I have not seen it used much in actual play), and the Hunger system makes it very hard to fully escape the threat of the Beast. Which definitely creates narrative.
So again, for BP to create narrative, the group must intentionally seek that out, otherwise it's just mechanics, just logistics, just bean counting. Not narrative.
BP is pretty inarguably the less-narrative(ist?) mechanic.
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divorcing the mechanics and the in-setting details often risks bringing forth a curse
There is no divorce. The player and characters know how this works just as surely as they knew how BP worked.
You seem to be only framing it as a divorce, because that understanding that the characters must now have is different than what it used to be. But what it used to be is not horrorific. You were in control of the Beast 95% of the time.
But the game designers have shown us that's not their vision of vampires any more.
Their vision is that the Beast is a threat to vampires when they have any level of hunger. And the more hungry they are, the bigger the threat. The Beast is largely beyond the vampire's control, and the more hungry you are, the further beyond your control that it is.
Under that vision, you're only in control of it about 10% of the time.
That sounds much more like horror to me.
So... it is both the more narrative mechanic and the more horror-oriented mechanic.
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I think protagonists get enough temptations to lose Humanity without actions-caused-by-Frenzies
So again here, the view is one of logistical resource management. Humanity tho, this time. Frenzy as a means of effecting Humanity.
I view it as about making vampires seem monstrous in the world. And about making it seem horrific to BE a vampire (if you're a vampire that wishes to hold onto their humanity (little-h)). And about the system supporting narrative that brings out those elements.
So again we see that this is not about narrative or horror thru this lens, but control and resource management.
Here is a question unrelated to the editions - how do you make a city come alive? I realise now, looking back, that I didn't manage to make the two cities in which my game was taking place (Chicago and then Detroit) really pop. They stayed as these decrepit, decadent, generic metropoli - no soul, no substance behind the descriptions, just gray buildings and concrete. So how do you make the cities in which your games take place characters in their own right? Do you stick to places you know personally? Do you not care? If you do care - what sort of prep work do you do?
I've been agonizing over this--currently running Hunter 5th set in Metro Manila, Philippines. The problem was, I've never really been to Metro Manila. I'm also running Los Angeles by Night and I'm agonizing over that too. Particularly over accuracy. My LAbN players say it's alright if I just make stuff up, but I still feel huge imposter syndrome.
But in my last Hunter session, I feel like I hit the sweet spot. I think it felt alive because I filled it with people. The struggling stay-at-home wife of a jeepney driver, anxiously sitting at his bedside while he recovered at the hospital. A student reporter for the university press sharing gossip and ghost stories. A no-nonsense, trans woman Hunter juggling single motherhood and knowledge of the Manila Camarilla. A contact who survived Duterte's drug war.
Being Filipino and visiting the Philippines helped with some of this, but I think creating NPCs with their own lives, perspectives, goals outside of the WoD helps a ton in making a city feel alive. I also think researching the city's history and important locations helps, because it helps ground NPCs (who would know where to hang out, where to find what, etc.) But yeah, NPCs and their snapshots of daily life helps make the city feel alive.
just as mortals IRL count rations, calories, and water bottles, so vampires can approach their own physiologies through reason and make decisions based on their observations [ . . . ]
Mortals don't have to deal with nutrition in WoD ofc, but they do in D&D however. So is your assertion that D&D is the more narrative game? Because they have to track rations and arrows and spell slots and things? That seems to be where your assertion goes.
Mortals do deal with it in WoD (e.g. page 435 of the M20 book, Starvation and Thirst) when the situation calls for it. It's just that WoD tends to be set in cities with food being least of concerns, while D&D traditionally runs the kinds of adventures where the number of rations you carry is more limited. Meanwhile, D&D has its share of divorced-from-in-setting-facts stuff, like the very abstract Healing Surges.
Speaking of D&D, the replacement of BP tied to meaningful in-setting phenomena with rolling hunger reminds me of how D20 Modern handled wealth by more dice-rolling. Thankfully, Storyteller knows a more elegant and setting-connected approach to handling resources: either by using meaningful amounts of money (e.g. assigning disposable incomes to Resource levels), or by making individual purchases below the granularity of the system and assigning broad description of what a given level of Resources can and cannot afford without trouble (with each next step bigger than the previous), depending on edition.
Blood Points lean towards the equivalent of option 1; I imagine in some alternative possible world authors might've handled them in a manner closer to option 2 (but did not in the actual world). Or they could've (in another possible world) gone in other directions, like using Compels like some variations of Dresden Files and other Fate games (essentially bypassing the hunger levels and focusing more on the direct narrative of actions/choices), or gone the way of Undying with no dice rolling at all and the narrative instead being emergent from actions. But out of all the options, V5 went for dice, and I think that's the worst of the options, both from a system-mapping-of-the-game-world PoV and the narrative games PoV.
emsquared says:
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I think protagonists get enough temptations to lose Humanity without actions-caused-by-Frenzies
So again here, the view is one of logistical resource management. Humanity tho, this time. Frenzy as a means of effecting Humanity. [ . . . ]
I'm not sure where logistical resource management comes into this. Certainly back then my players did not treat Humanity as a resource even when taking actions to lose it - they tended to focus on the temptations and resulting actions, most often with an ensuing descent.
E.g.: A 'sireless' Caitiff kidnapped a Tremere Ghoul for a lengthy and brutal interrogation, without needing to be prodded by a supernatural mind-control mind-passenger, or being brainwashed by the Camarilla, but merely because of the temptation of the long shot of maybe getting to learn some low-level secrets of a faction he wanted to oppose. Enough cause to be a monster and forsake Humanity through one's own choices, without the need for heavy-handedness of blood-coated dice on everything.
I don't think that's a superhero with fangs, it's not even a supervillain with fangs. That's a monster made through one's own actions, and the fangs are merely enablers.
Mortals do deal with it in WoD (e.g. page 435 of the M20 book, Starvation and Thirst) when the situation calls for it
Oof, this is an incredibly intellectually disingenuous response. BP/Hunger is ofc the single most absolutely central mechanic to vampires. Whereas in over two decades of playing WoD, as ST and Player across sizes of tables, I've never seen Hunger or Thirst come up
One can't compare (or listen to a comparison of) the two with a straight face.
And even so, you're pointing to a 20th ed game. For you to disprove my point (which is that: V20 is much more like D&D - a VERY traditional RPG - than it is any modern narrative system, which is what V5 shares more DNA with), you would have to point to 5th's crunchy bean counting mechanics.
Quote:
Meanwhile, D&D has its share of divorced-from-in-setting-facts stuff, like the very abstract Healing Surges.
So you do seem to support an assertion that D&D is a more narrative system than V5?? Wild. I'll let the Internet settle that one.
Quote:
Thankfully, Storyteller knows a more elegant and setting-connected approach to handling resources: either by using meaningful amounts of money (e.g. assigning disposable incomes to Resource levels)
Both V20 and V5 have this mechanic.
Not a valid point of comparison.
Quote:
Blood Points lean towards the equivalent of option 1;
My friend ... BP is the equivalent of tracking and counting gold pieces. Like, again, how traditional D&D does.
Period.
Resources is one of vtm's consistently narrative mechanics, but Hunger is like Resources. It is a "ranked" mechanic (like Resources), and rolled mechanic (like Resources sometimes), and which narrative emerges from (like Resources - you don't know if you can afford the thing until you reference the mechanic, just like how with Hunger you don't know of the Beast emerges until the mechanic tells you).
You are just wrong here.
Objectively. By any common understanding of game design and mechanics.
So yet again we see that BP is the traditional way of doing it.
Hunger is the narrative way of doing it.
Quote:
I'm not sure where logistical resource management comes into this.
You're grounding your defense of BP in mechanics.
I'm grounding my defense of Hunger in the narrative it creates.
And we're talking about which is the "more narrative".
Your original assertion was that BP is the more narrative mechanic.
It demonstrably is not. (see: all of my points above which you have either conceded and agreed on, or failed to refute).
Quote:
I don't think that's a superhero with fangs, it's not even a supervillain with fangs.
You don't seem to fully understand the metaphor.
Vampire as "superheroes with fangs" does not so much reference whether the characters are "good" or "bad".
It's about power. And whether the story is a power fantasy, or personal horror (like Storyteller says it is).
Here is a question unrelated to the editions - how do you make a city come alive? I realise now, looking back, that I didn't manage to make the two cities in which my game was taking place (Chicago and then Detroit) really pop. They stayed as these decrepit, decadent, generic metropoli - no soul, no substance behind the descriptions, just gray buildings and concrete. So how do you make the cities in which your games take place characters in their own right? Do you stick to places you know personally? Do you not care? If you do care - what sort of prep work do you do?
The games that I've been a part of that most brought a city to life were, 1. vampire games, and 2. ones where the Coterie were spread across the city, each with their more localized involvement in whatever their Domain was.
The Ventrue was down town with the business power brokers, the Nos was down asking the river with derelict people, the Giovanni was off in the rich suburb puppeteering the police, so on...
In short, the City was brought to life by the players/characters.
"Fear is the mother of morality", and "Power corrupts"
Power does not automatically turn the story into a superhero fantasy. Power is a necessary part of the moral decay the game is built around. Remove enough power, and it becomes less ‘personal horror’, and more ‘survival horror’ game.
Power facilitates the slow erosion of humanity, values, and personal identity that comes with the realization that a vampire can casually overpower or kill any individual mortal (or small group of them). Humanity as a whole still poses a threat, but there should always be this seductive call to not bother restraining yourself. Why should a vampire care about human laws, or social contracts, or morality in general, when he can just reach out and take whatever he wants? Their wealth, their blood, their very lives? A vampire can kill a human just for annoying them without facing consequence. There is no reason to hold back. That’s how you become a monster.
I also wasn’t a fan of removing the elders from V5. We need Elders around because they are the image of what every fledgling vampire will one day become (if they live long enough). It’s like staring at your future reflection in the mirror. Cynicism. Casual comfort with murder. A creature that outlived anyone they personally cared about; siblings, children, lovers. Their original language is dead. The streets they knew are paved over and a Costco built on top of it. Wearing modern clothes feels like someone poured itching powder down your shirt. Elders should be terrifying, but pitiable at the same time. They are the longer arc of what your character will become one day. We need them in the setting.
Having said that, I don’t think V20 handled elders any better either. Lots of chronicles are pure political campaigns, with focus on personal schemes for personal power vs the more entrenched elders. That distracts from the ‘personal horror’ the writers claim the game should be focused upon. I can definitely understand why they made the decision to remove them in v5.
Then again, I’m not really convinced that ‘personal horror’ is actually what most players want out of a Vampire the Masquerade game to begin with. So maybe start by asking what your players expect from such a game, then pick the right edition for you. Or throw away half the rules so you can focus on the type of game you want!
Mortals do deal with it in WoD (e.g. page 435 of the M20 book, Starvation and Thirst) when the situation calls for it
Oof, this is an incredibly intellectually disingenuous response. BP/Hunger is ofc the single most absolutely central mechanic to vampires. Whereas in over two decades of playing WoD, as ST and Player across sizes of tables, I've never seen Hunger or Thirst come up
It's a mechanic that comes up for vampires because the situations call for it more often for them. Which duh, of course it does. We don't seem to be in disagreement about vampires being more often in situations where it's relevant.
emsquared says:
Quote:
Meanwhile, D&D has its share of divorced-from-in-setting-facts stuff, like the very abstract Healing Surges.
So you do seem to support an assertion that D&D is a more narrative system than V5?? Wild.
You quote the part where I accuse D&D of divorcing the system from what's going on in the game world (i.e. gamist abstraction), while repeating the claim that I consider it a more narrative system. A claim that I find rather puzzling in its origins - it seems to be a very loose reinterpretation of my objection against purely gamistic abstractions displacing meaningful descriptions of in-setting phenomena. Of all the RPGs I played, time I spent with D&D is a tiny footnote, so it would be an overextrapolation to attribute to me such strong assertions about it.
In fact I think these kinds of extrapolations and assertion-attributions and statement-reinterpretations ('you said X, I think you actually mean Y') are not constructive for exploring the topic of 'what some people dislike about V5'.
In fact I think these kinds of extrapolations and assertion-attributions and statement-reinterpretations ('you said X, I think you actually mean Y') are not constructive for exploring the topic of 'what some people dislike about V5'.
But here's the thing, you asserted that V5 was the less "narrative-leaning game", critically, invoking how "narrative-leaning" is the kind of system that WoD (says it) is.
Indicating that (a narrative-leaning game) was important to you.
But by every objective understanding of mechanics and of traditional game design vs. narrative game design theory, that is wrong . Incorrect. A misrepresentation of reality.
V5 is the more narrative-leaning, less mechanically traditional game.
Hunger is the more narrative leaning mechanic (compared to BP, which is a very traditional resource management mechanic).
There are other more narrative-leaning principles and mechanics in V5 as well. Such as Tenets and Touchstones, the "3 Turns and Done" guidance which includes classic narrative (fail forward, change the challenge, etc) principles, Blood Potency and more.
So what we arrive at is the one thing that you don't like about V5 that has an objective measure (that didn't just equate to "I liked the old way better"), you're objectively wrong about it.
That's important for when and how ppl weigh your input.
You're making an assertion about a thing that has an objective measure, your assertion is objectively wrong by any common or even professional understanding, so I'm testing your assertion, asking you to clarify why your assertion runs directly counter to all common and professional understanding.
That's not a personal attack.
That's how you debate something that has an objective measure/definition.
I was thinking of maybe pointing out the sidestep from the narrative-traditional dichotomy (which almost inevitably risks being interpreted with Forgeite connotations of those terms) towards the 'third option' of divorced/abstracted gamification/gamblification, and elaborate why I have objections to some mechanics and not as much to others, but seeing this word below, I'm not sure if this will just result in us chatting past each other:
emsquared says:
debate
Which is to say, I wasn't really intending to turn this into an edition war/debate about objective measures of our likes and dislikes, and started out by outright admitting that '[those are the things] that made me shake my head' (emphasis added now).
I wasn't really intending to turn this into an edition war/debate
Understood. But when you outright misrepresent something that.... tends to matter a lot for decision making purposes... to people familiar with those terms of comparison?
Crunch vs Not-, Narrative vs Trad(itional)
I would argue that it's important to not misrepresent them.
And V5 is pretty universally understood to be the less-crunchy, less-traditional, more narrative system.
Lots of ppl prefer more traditional games, so that's not some dig, but trying to represent it as more traditional and that equating to being "more narrative" as understood by the community? That's wrong.
I think creating NPCs with their own lives, perspectives, goals outside of the WoD helps a ton in making a city feel alive. I also think researching the city's history and important locations helps, because it helps ground NPCs (who would know where to hang out, where to find what, etc.) But yeah, NPCs and their snapshots of daily life helps make the city feel alive.
That's definitely an interesting perspective, to work through NPCs. I was more locked in on trying to make the city itself feel like an NPC, like it's a character with its own character. But I do like the NPC angle, will try to use it in my game, see how it goes.
I've also been contemplating running an LA Anarch chronicle (among thousand of other ideas), so I was wondering, what did you use as base (if anything): "LA by Night" book, VTMB game or the "LA by Night" actual plays streams?
emsquared says:
In short, the City was brought to life by the players/characters.
It's great the players are up for that, but I also wanted to set the tone, so to speak, give them a good starting point, both in general and for different scenes. I think like V mentioned above, some players might be a bit reluctant to paint the picture themselves if they are not familiar intimately with the locale.
V6 is officially a go at Paradox's WW. Alpha playtest is also available. WW site announcement - link, Variety article with interview - link. Playtest Aplha - link Proper, drivethru stuff: Players guide: link; ST guide link; Scenario link; reddit chatter - link
List of core rules changes they mention:
Quote:
Per the official description, the current features of the new version include:
Core System Changes: Vitae and Willpower/Health merge into a single resource, Difficulty subtracts dice from a pool rather than raising a target number, and players roll nearly all of the dice at the table.
Reimagined Tension: An added Beast/Nature Tracker and revamped Humanity Scale turn the struggle between Beast and Humanity into an active, personalized system rather than a static number.
Player and Storyteller Resources: Players earn Quickening on strong rolls, while Drama lets Storytellers complicate scenes, threaten The Masquerade, or empower NPCs.
Ideation and Creation: Play is further streamlined with a unified procedure for physical and social conflict. Create characters built around lifepaths, natures, clan traits, and merits. Discipline powers also scale with dots and favor active rather than passive use.
Mechanics: "Devil’s Bargains" and "Choose Your Pain" mechanics are added to support player-driven failure states, while Storytellers can enjoy a smoother, level-based building system for NPCs. Players and Storytellers can also easily find safety tools through explicit TTRPG Safety Toolkit callouts.
I'm seeing a replay of strong edition war sentiments accompanying the announcement of V6 (the kind that D&D used to suffer / still suffers from). Agree with emsquared that there's no point in violently reacting, always best to just play it when it comes out and then decide whether I like the latest version.
But wow, that's totally one of the things being intensely discussed here, whether Hunger or Blood Pool is the mechanic that better simulates what we think compels vampire behaviour. (My very late and simplistic two cents worth: BP feels like a resource, Hunger like a risk, so I think they simulate different things).
I wasn't really intending to turn this into an edition war/debate
Understood. But when you outright misrepresent something that.... tends to matter a lot for decision making purposes... to people familiar with those terms of comparison?
Crunch vs Not-, Narrative vs Trad(itional)
I would argue that it's important to not misrepresent them.
And V5 is pretty universally understood to be the less-crunchy, less-traditional, more narrative system.
Lots of ppl prefer more traditional games, so that's not some dig, but trying to represent it as more traditional and that equating to being "more narrative" as understood by the community? That's wrong.
I object to the claim that my response misrepresented things.
vicky_molokh in the initial response that got turned into a debate says:
Not a lore element, but a thing that made me wary of V5: the use of red dice makes the game sound much more roll-centric, which seems misplaced for a narrative-leaning game like WoD; plus, the nature of probability means that a lot depends on whether stuff is resolved as one roll, many rolls, or a non-roll - this can distort narrative outcomes depending on game-design/roll-design decisions.
I maintain that adding more rolls with significant outcomes in place of approaches that previously were not as rolly does make the game more roll-centric. I maintain that Storyteller was one of the ur-examples of highly-popular narrative games (in the normal sense of the word, not as a forgeite opposition to 'trad', which is a whole other can of worms).
Not part of the initial post, but I object that there is no divorcing between the in-game-world facts and game-mechanics when a mechanic that closely follows the fiction is replaced with an abstraced and diced one. Which gets very obvious when applied to other fields, like 'how much money did the fence ask for the revolver', 'how many friends do you have', or 'how many days of vacation do you have left', or hell 'how many rations does the battalion have' (for a literal case of hunger/sustenance) - replacing any of those with an abstracted roll always means getting handwavy in the narration and at times risking a loss of the sense of scale.
Though I suppose Bedzone is onto something about tracking dice vs. tracking pints of blood being two different things. And I think 'a risk' is less appropriate for something that is described by the word hunger, while 'a resource', while commonly a dirty word, is more apt for describing something associated with hunger and sustenance.
I'll grant vicky_moloch's point that V5 Hunger is more roll-centric. Hunger die-rolls are built into almost every significant and necessary roll. Hence my term: what drives the narrative is risk. There's always a rouse check, a messy roll, that inches one towards the consequences of being hungry and both its gamified and narrative effects. It drives players to narrate its consequences, whether narrowly succeeding, or describe the tension of their next roll in hunger terms.
I've played less V5 than all the earlier editions, but from all my experience with V20 and before, blood pool is honestly a resource management mechanic. It doesn't motivate players to engage with it narratively. You hunt to replenish your pool so that you can use the blood to power abilities. The rolling is something to get out of the way, 'have you fed tonight, if so let's get on with the game proper'. The rolling isn't central to gameplay; it's not roll-lite, it's roll-diminishing.
Perhaps the ongoing debate is because of this irony. One would expect the roll-heavier version to be less narrative in nature, but it isn't.
Quick one on reveria's thoughts on making a city come alive. My quick two cents: something must always be happening at any time at any part of the city, or seem to be happening. The description of a scene cannot only have physical location description and mundane activity. Because the PCs are visiting wherever they are visiting for a purpose. Something must be happening in that scene that makes that purpose interesting to pursue.
I also read this somewhere, but can't remember where to credit: treat your city as a character in its own right!
I maintain that adding more rolls with significant outcomes in place of approaches that previously were not as rolly does make the game more roll-centric.
Doubling down? Cool.
Still a misrepresentation. Hunger is not the whole system.
For one, the act of rolling =/= crunch. And in the case of Rouse+Hunger, indeed, rolling = narrative. The roll (potentially) causes story elements/narrative to emerge.
Second, V5 is not at all a more "roll-centric" system. I addressed this a bit in a previous post (3 and Done guidance), but let's expand on it:
1. The V5 chapter about the Rules literally begins with a highlighted section called "Dropping the Dice" lol The ultimate guidance from that pop out directs you to roll the dice sparingly. One roll being an explicit option, with the core mechanics following.
2. The core mechanic (Simple Test) steps/rules direct you to check for "Automatic Success" (no roll) as a part of the resolution. And this is without even getting into how V5's "count success" mechanic is fundamentally less crunchy than V20s "variable target+count successes" mechanic. You have to pay more attention to/derive more mechanical information from the dice in V20 - that kind of crunch is actually what makes a game more dice centric.
3. The V5 core mechanic guidance includes explicitly "Succeed At Cost" guidance. Paving the way to roll less, as the result of a roll very rarely be "nothing happens". Just about every roll, should move the narrative to a new place. That is again, the sorry of thing that ACTUALLY makes a game less dice centric and a more narrative system. Whereas V20 would direct you to failure, and roll again with +1 Difficulty.
4. In addition to Automatic Success being core to the resolution system, "Taking Half" is also core to it. That guidance is specifically there to reduce the number of rolls, it's the first words under the heading. And I believe it was in this thread where possibly numerous folks declared how rarely (never) they used the analogous guidance on V20. So again - V5= less roll centric, V20 = more roll centric.
5. Core guidance of V5 under the "Conflicts"/combat section is to not roll initiative, and instead follow a single/consistent series of procedureal steps. This ofc speaks for itself. But - just to be clear - way less roll centric in V5.
6. From there we get into the specifics of combat. Which core V5 guidance is again, 3 Turns and Done. V20 would have you play it all the way out. Again it's obvious which is the less roll centric system (it's V5).
7. But wait! We didn't even get into the actual specifics of combat yet! In V20, you may need to make as many as 4 different rolls to resolve a single attack. V5 is 1 per attack. Again we see, V5 = ACTUALLY less roll centric.
8. Since fewer rolls is so important to you for a narrative system? V5 has "One Roll" guidance as well.
And this is all just regarding how V5 is the less roll centric system, it is also less crunchy (fewer iterations on a similar thing that actually has little difference) in an equal number of ways.
And it also introduces more narrative-facing gameplay elements in other ways unrelated to rolls or crunch, that provide ways for narrative to energy where V20 just had, often, nothing.
V5 only "sounds" like a more roll centric system if you're speaking a complete and utter misrepresentation.
Something must be happening in that scene that makes that purpose interesting to pursue.
So what would be an example of this? The only thing the initially came to mind is some sort of event. Like that scene from Montreal scenario from "Nights of Prophecy" book, where PCs are pursuing someone in the midst of a Jazz Festival. Or did you mean paint the scene with not only immovable physical descriptions, but also some movement ("homeless are shuffling", "drivers angrily yell in traffic", "patrons move around the bar")? Though I suppose that would constitute "mundane activity"..
I maintain that adding more rolls with significant outcomes in place of approaches that previously were not as rolly does make the game more roll-centric.
Doubling down? Cool.
Still a misrepresentation. Hunger is not the whole system.
For one, the act of rolling =/= crunch.
You are accusing me of misrepresentation, yet I am having trouble finding where I stated what you are trying to debate in 'my' post. I am not finding myself use the word crunch/crunchy until this post (according to search), yet somehow I got manoeuvred into a position where you are disproving a claim of an equivalence between rolling and crunch that was not posted by me. (In fact, that I brought up Undying, which has non-zero crunch but zero dice, might be an indication that I do not consider dicedness and crunchedness equivalent.)
The rest seems to go into into the many various counterweights to balance off against the specific thing that I commented on. Less roll-centric combat? That might be cool (I'm not versed enough to know about V5 combat, as was implied by my initial disclaimer). But my comment was not about combat (or other areas in the hefty list), it was about specifically changing the mechanics of need for sustenance from diceless to a more diced one, and in a way that makes it depend on how often rolling happens.
Your assertion was that "more roll-centric... seems misplaced for a narrative-leaning game like WoD".
You did not limit that assertion to "sustenance". You cited broadly "resource management" and happily engaged in that principle on other terms until now, after I've demonstrated beyond doubt how the thing you claim to dislike - roll-centric (lots of rolls?) - is disproportionately found in the system you like.
And that's fine! You can like roll-centric! Lots of ppl do. But it shows us that your dislike for V5 is not actually about that. It's not about rolling lots.
It's about having to roll at all for the Beast. It's about control. Which you long ago conceded on, so I'm not sure why you're continuing to dispute it.
Next time just say "I don't like having to roll randomly to see if the Beast will come out."
That's not a misrepresentation.
I got nothing to say about that personal preference except more power to you!
Your assertion was that "more roll-centric... seems misplaced for a narrative-leaning game like WoD".
You did not limit that assertion to "sustenance". You cited broadly "resource management" and happily engaged in that principle on other terms until now, after I've demonstrated beyond doubt how the thing you claim to dislike - roll-centric (lots of rolls?) - is disproportionately found in the system you like.
And that's fine! You can like roll-centric! Lots of ppl do. But it shows us that your dislike for V5 is not actually about that. It's not about rolling lots.
In case my previous post still hasn't made it clear, I do not know the degree of roll reduction in actual play in other areas of V5. I know that a subsystem which I previously expected to be diceless became diced. I don't like that. I like how games like V2e, or Undying, or say Golden Sky Stories, handle such a subsystem. But somehow my dislike got nitpicked by walls of text and debated and rephrased into terms that put words in my mouth (like 'crunch').
The 'not actually about' bit is an indication that you hold a strong and confident opinion about what I do and not have certain emotional reactions to, and are now telling me, the reaction-haver, what I think and experience.
emsquared says:
It's about having to roll at all for the Beast. It's about control. Which you long ago conceded on, so I'm not sure why you're continuing to dispute it.
Because it's doing a lot of conflation and equivalence, like the implication that having a like for control in one field automatically means automatically doing things objectively wrong in another field.
"red dice makes the game sound much more roll-centric... seems misplaced for a narrative-leaning game like WoD"
And that vague sweeping conflation caused this whole conversation, that was needed to get back around to "yup, for me it's about control".
I spent this whole time trying to de-conflate "red dice" and "roll centricity" and "what is more or less narrative", which you tried to Missouri's [misrepresent] as all being conflated together.
Let's take a minute to review the Community Guidelines and take a step back. If a discussion starts creating tension, we don't all have to agree with each other, then please take it into a private conversation if you wish to continue it.
Let's take a minute to review the Community Guidelines and take a step back. If a discussion starts creating tension, we don't all have to agree with each other, then please take it into a private conversation if you wish to continue it.
In light of this warning and point 8 of the guidelines, I think I have no better option but to leave the last two posts unreplied-to. (I have concerns that turning this private will exacerbate the complications encountered in this subthread, and thus am disinclined to make that jump.)
Thanks for the reminder Psybermagi. As the thread owner I'm calling out the difference between discussing a topic, and commenting on the person posting about the topic. Let's have none of the latter.
We'll also end the specific discussion on V5 vs V20 and prior regarding their differences and player preferences. Thank you vicky_molokh and emsquared for having covered those issues.
We can still talk about V6, if anyone wants to, can I ask you start a V6 discussion in General Chat? That keeps the discussion fresh and focussed, and avoids the bloat of this too-long thread.
TLDR: 70% of white wolf reddit readers like the Hunger mechanic, but you can read the dislikes of Blood Pool fans within.
I wonder how much their new mod team affected this number.
BedzoneII says:
We can still talk about V6, if anyone wants to, can I ask you start a V6 discussion in General Chat? That keeps the discussion fresh and focussed, and avoids the bloat of this too-long thread.
Is there a point in making a new thread? This one is still alive, kicking and has been modified to be an all encompassing WoD chatter thread. Feels appropriate to chat about new edition (or even argue about discuss the old ones) in here.
Hey, Lazarus gang! Did you guys managed to get dice rules to work for WoD? Does it only flag 1s or 6 and above or does it respond to different difficulties? Can you share the code please?
Also, I think there was an attempt to make V5 dice rules. Did that get anywhere? If there are working cases then it'd be nice to add them both here and in the custom dice rules thread. Cheers!
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
[f=large centre]Active Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Legacy of Lazarus | MtAs20 | BedzoneII | No | [url=https://gamersplane.com/forums/thread/39654]link[/url] | Yes
It's a Kind of Magic | MtAs20 | [s]JoshuaMabry[/s] emsquared | No | [url=https://gamersplane.com/forums/thread/37941]link[/url] | Yes
Boca Raton by Night | V20/V5 | DragonDweller62 | No | [url=https://gamersplane.com/games/5280]link[/url] | No
Rage Across Oregon | WTA? | JospehStrange | No | [url=https://gamersplane.com/games/5289/]link[/url] | No
End of Paradise | W5 | valentine_teddies | No | [url=https://gamersplane.com/games/5296/]link[/url] | No
Fereau City | V5 | Dirigible | No | [url=https://gamersplane.com/games/5127]link[/url] | Yes
[/table]
[f=large centre]Completed/Inactive/Retired Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Yours to Keep | CtD20 | Qralloq | - | [url=https://gamersplane.com/games/4915]link[/url] | No
Phoenix By Night | V20 | Qralloq | - | [url=https://gamersplane.com/games/5195/]link | No[/url]
World Of Darkness | VDA20 | emsquared | - | [url=https://gamersplane.com/forums/10336]link[/url] | Yes
Singing Streets, whispering alleys | WoD20 | reversia.ch | - | [url=https://gamersplane.com/games/4970/]link[/url] | Yes
Wraith | Wraith20 | BedzoneII | ??? | [url=https://gamersplane.com/games/5240/]link[/url] | Yes
Let the Streets Run Red | V5 | BedzoneII | - | [url=https://gamersplane.com/games/4926]link[/url] | Yes
Houston by Night | V20 | The_Ecumenical_Antifa | No | [url=https://gamersplane.com/games/5233/]Link[/url] | No
Edges of the Darkest Sky | WtA20 | Alordis | No? | [url=https://gamersplane.com/forums/thread/38955]link[/url] | Yes
Buried Shallow | V20/Revised | reversia.ch | - | [url=https://gamersplane.com/forums/thread/36810]link[/url] | Yes
Hum | V20/Revised | reversia.ch | - | [url=https://gamersplane.com/games/5316]link[/url] | No
[/table]
Other Links of Interest:
[url=https://gamersplane.com/forums/thread/21532/]Custom Character Sheet List[/url] - most of oWoD titles are included, good for practicing chargens.
[url=https://gamersplane.com/forums/thread/38186/]Vampire for Newcomers Idea[/url] - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Update: Added ems^2' old VDA20 game.
Update: Lazarus is live and closed.
Update: Added Phoenix-in-limbo.
Update: Old Las Vegas CtL game circa '21 added.
Update 4/7: Phoenix is live and closed, Werewolf recruiting.
Update 5/10: Moved "Edges.." to inactive.
Update 5/12: Houston by Night is live and recruiting!
Update:5/19 Houston closed and live, Wraith ph added.
Update:6/3 Phoenix and Yours to Keep retired, added 2 old Geist games
Update:7/? Boca Raton and Oregon added, Houston inactive
Update:8/? Fereau, Paradise, Hum added/changed; Milwaukee sheet; Bloodclan, Indigo in Resources; Skinner SAS
Simple Flow Chart-making - excalidraw.com
GhoulApp - VTM Character Builder and Chronicle Manager - link
GarouApp - Same as above, but for WTA - link
VTM Fortunes of the Dead zine - link
WoD Community Board on Tumblr - link
WoD Hallozine - link
Exalted vs. WoD - link
[ +- ] Media: Actual Plays, Music, RP
Storyteller Spira - "A wonderful example of how to run sandbox, character driven chronicles. While this amazing Storyteller is not with us anymore, her stories live on to inspire next generation of storytellers. This is what really inspired me to start storytelling and Spira is the person by watching whom I learned the ropes of how to do it. Well worth the watch. Also one of the few places that house classic HtR play." - reversia
Caffeinated Conquests - "What if a serious goth ST gathered his merry band of madman friends to play all sort of WoD goods? This is what. These guys played a lot of stuff over the years, so if you're looking to see how some obscure WoD stuff works - they might have what you're looking for. I also recommend taking a look at their "How not to *Clan name*" series. The first video - How not to Toreador - is my favourite by far, but others are fun as well." - reversia
Final Show Films - "These guys play a lot of WoD/CoD stuff, especially Werewolf the Apocalypse. Nice crew, some queer representation almost always present." - reversia
IndigoStars Asmr - "An old school ASMR channel featuring an interwoven series of WoD ASMR roleplays, grouped by seasons in the playlists. Lots of colorful characters and great sounds. There is a couple of recorded live-plays somewhere in there too, done through Skype or Google Hangouts, I think. One fun audio series is the "Satellite of the Night with Harvey K." that takes inspiration from the "Deb of Night" radio show from VTMB." - reversia
Bloodclan - Amor Sanguinis / soundcloud / last.fm - "The Bloodclan is a nerdcore hiphop group featuring LictorXIX and Diabeats. Their primary source material is rapping about Vampire: the Masquerade." This is their official description from the Soundcloud. Great album, with my favourite tracks being "Let me in" and "Gehenna". - reversia
If you have any other resources you'd like to see added here, post them in the thread!
I've been meaning to start a new WoD game for some time now, but with so many ideas it's a bit of a struggle. The one I keep coming back to is a "Montreal by Night" game based on the homonymous book. For those who don't know, it is a Sabbat citybook, which dives into their brand of cursed living head first, without shying away from pretty much anything. So I guess this is a soft interest check - not for Vampire or Montreal as a city - but for that sort of mood and themes - brooding, deeply dark and disturbing, with an open window into the world of awful and divine. I'm also curious if anyone ran or played in a game like that, especially with strangers. Any advice on the matter would be appreciated.