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[World of Darkness General Discussion] For once, Mummies bring back the dead.
Posts
The entire thought of mortals who are by compare pretty darned fragile going up against the supernatural just butters my biscuit.
The having to be extra careful, the horror element to people who believed previously that all this stuff was a myth, the improvised weapons (need some massive damage? Go porch picking and steal the propane cans off of gas grills....toss and shoot), the having to sometimes wait MONTHS after a single successful adventure cause one of your group members got cut/shot/beat up badly.
IMO if you add high tech and/or magical stuff to your arsenal, it defeats almost the entire purpose of playing a hunter game......you might as well be playing Mage, or being Technocracy....
The Edges in the previous version of hunter were JUST enough to let a small group deal with the supernatural, without making it over the top....
i likes it
i mean you can be a part of one of the corporations that has access to that sort of thing
or you could be a part of an independent hunter circle type thing
fighting monsters with sweat, steel, gunpowder and lead
I recently managed to pick up Book of the Dead and so far I really like it.
Picature.
While you might think that since it is a book about the underworld it is only really applicable to the Geist campaigns, but you would be wrong. It does flesh out the underworld more, giving you all sorts of nasty places to send your hapless Sin Eaters, but it also covers what happens to all the other races when they enter the underworld.
It doesn't matter if you are a badass vampire, a rockin' mage, or even a semi-truck throwin' Promethean, if you go into the Underworld for any reason there is a good chance you are not coming back out. No one gets an easy ride, but they also provide a multitude of reasons to tempt players into trying to descend.
I would definitely recommend picking it up if you are at all interested in putting ghosts/underworld/Orpheus themes in your story.
It actually gave me an idea of a Changeling/mortal/Fetch game that takes place in the underworld. Your a part of a caravan that is filled with Changelings, ensorcelled mortals, and maybe a Fetch our two who are all in the underworld for various reasons.
Some of these reasons could be:
Finding a dead loved one.
Finding the river that makes you super fertile so you can have a child.
Getting and/or finding out if you have a soul.
Or maybe you just want to find some lost lore. There are many reasons to go.
Though I would most likely be torn apart by all of the owls.
Does anyone a copy and if so, would they mind sharing their thoughts? I'll probably look at it closely when I find an actual physical copy, but am curious as to the reaction of others.
EDIT: I also like the Vampire Chronicler's Guide so I'm also interested in seeing the Mage version.
Some of the alternate rules are decent if you really feel like using them. The skill feats (or whatever they are called. Perks?) can be pretty vicious. I made a character using them for this very forum that could deal aggravated damage with knives. Fuck yes.
The coolest part of the book is the alternate story lines. Especially the doomsday scenario where it describes how all of the different supernatural groups would function in an apocalypse. Vampires leading around groups of human cattle through a blasted wasteland, prometheans scavenging whatever rotting organic matter they can find, changelings starting to realize that maybe the hedge isn't all that bad. Pretty sweet stuff.
Definitely a recommended read if you got the time.
http://www.youtube.com/watch?v=I5Wsf31WIdY
Rumor has it that this is going to be based on Vampire The Masquerade.
Wrap your head around that if you can. O_o
Welcome to the world on this side.
Also not sure if I should completely ditch all the NPCs I created for Higher Education. You get attached to that kind of thing.
Welcome to the world on this side.
The fact that it's based on VtM is slightly disappointing, but it makes sense since CCP is a fan of not having multiple servers, actually having more than one city accessible will allow them to really create a huge game world.
Orrr it could just be a massive, single city and they could do that anyway, with each server being a separate 'city.'
Either way, I'm pumped.
Lately I've been working on fleshing out a Vampire Chronicle set in Toronto(just because) and it's coming along nicely, but I do only own the core Vampire book, and this is my first time actually digging into nWoD for more than character creation(I've toyed with it before but I've got a ton of good ideas and I'm really getting into the meat of it this time,) so any common pitfalls to avoid would be nice, as well as any must-have vampire books.
The concept for the chronicle, that started it all is that the city has been ruled by the same vampire for the past 250 years. Nobody's seen the self-titled King for the past 200 years, merely his puppet-emissaries. Anyone who's entered his Haven to speak with him, whether on invitation or by demand, has disappeared. Anyone who has touched an emissary also dies within the next seven days.
At 0-hour, the more experienced vampires are all beginning the final stages of their political machinations to take complete control, since they expect him to go into Torpor at any time(well, they've been waiting for the past several decades years, really. Now they're just getting impatient.)
I'm not sure where to throw the players in, but I'm thinking that they were all friends before the Embrace, which has led to them being a surprisingly powerful bloc even if they're relatively fresh vampires, as 3-6 vamps who actually have each others backs can take on practically any single vampire(I think. It would be difficult, though) The options are to have them as power players, coming in at Potency 3-4, with all the connections and power that implies, or as fairly fresh Kindred who are sired by the King and his men, left as wild-cards to fend for themselves as opposed to having gone through the whole sire-mentoring business.
Also, I'm considering running this game on this very forum, depending on how my RL players turn out, so hey, any input is good.
I found Damnation City to be a really awesome book -- not just for Vampire, but for GMing in general.
do tell!
Chapter 3 is "the City that Works" and includes ideas that are just generally awesome for running games set in cities:
"How Cities Work contemplates the physical makeup of the modern city by looking at a single slice of it that's cut out from the sky to sand and considers how the moving parts impact the Requiem."
"City of Mllions provides a simple but robust system for populating your city with vivid and motivated background characters, any of which might be ready to grow into something more meaningful for your chronicle."
"Attitude and Ambience presents an optional game mechanism that gives the Damned direct influence over the attitudes and atmosphere of their corner of the city..."
"Hot Pursuit gives you a model mechanism for playing desperate, harrowing chases through detailed and textured urban environments and taught by example with a ready-to-play pursuit."
Edit: This particular chapter comes with a sidebar titled "Not Just Vampire," explaining that these systems were generated with Vampire in mind but are applicable to pretty much anygame set in a big city.
Like Gotham, maybe.
that sounds like it could help with a hunter game
exciting
Nice images. I guess that was supposed to be concept art?
And Masquerade? Really? Though I am far more familiar with Masquerade than Requiem, I don't quite understand why they would use the old setting.
Regardless, the art looked interesting.
Chapter Two is about COMBAT SYSTEMS, miniatures combat, diceless combat, mass combat, critical hits, duels, every single kind of combat rule is included here, and expanded versions of the SAS's mental/social combat rules(social webs, Sway, Rapport, Torturing people, rolling so many successes on a Mental action that you get to fill in the blanks yourself, etc.)
Chapter Three has info about SETTING considerations, a discussion of what happens when(not if) supernatural activity comes to the public eye, apocalyptic concerns(Zombies! Aliens! Nukes! Biowarfare! The Sun has gone out! Horrible things rampage across the Earth!), "full" branches off of sub-splats('Atlantean' heirs, Dhampir, Burly Mountain Men, Conanesque heroes), along with alternate settings inspired by Howard or Gaiman.
The Appendix:House Rules is made up of essays written by freelancers, recommendations from developers, and a bunch of ideas that I wish I had come up with(A botch mechanic that makes sense? IMPOSSIBLE!).
Also, if you like Damnation City, you'll want to look at Hunter:Block By Bloody Block.
I am too curious why they would use the old setting. As for Damation City I thought it was a very useful book for making the setting and other things in a game
I was curious about mirrors but it seems no one around here carries the books anymore well that really creepy shop does but they do not count
met
a
plooooooot
Probably because VtM has better name recognition than VtR. For that matter, I wouldn't be surprised to find out that there are more people still playing VtM today than there are playing VtR.
malk
a
viaaaaaans.
Do whatever the hell you want cj-Higher Education was awesome.
Also, SA's WoD megathread is the best thing ever and well worth the price of entry. Join the Seers.
And I'd only register there to read the LPs. I had no idea they had a WoD following.
Also, in regards to the V:TM MMO, if faction at all matters, I'm going pure Camarilla.
Welcome to the world on this side.
Also, Etherwind is the best ST ever.
:lol:
Also, part of that thread reminds me: there was actually a topic at WW's Mage board about applying Awakening rules to the HP universe.
Yeah.
Gryffindor = Silver Ladder, Ravenclaw = Mysterium, Slytherin = Guardians of the Veil, etc.
Welcome to the world on this side.
O_o?
Color me interested.
Welcome to the world on this side.
Additionally, Solid State Sorcery(My pet name for WoD:Future) is coming out soon, so, as awesome as two-fisted wizardry is, I'd rather have SCIENCE!
Go on then, whats hufflepuff?
Ah well. Good campaign concept, I thought. The basic idea was to take the "Precinct 13" sourcebook and go to town; the hunters are a tier 1 cell of police and police-adjacent people who have Seen Too Much, and get together after work-hours to illegally hunt monsters they spotted during their day jobs. "The Shield" and "The Wire", with vampires, basically.
Good lord. And I thought I was nerdraging unreasonably when I heard that the MMO would be oWoD vampire only at launch.
Speaking of which, after reading up on Masquerade and putting a couple hours into Bloodlines, I'm surprised to find its much better than I would have thought. Specifically, the Anarchs, which seem take a sledgehammer to my main beef with the setting; namely, that if being a deathless, creatively sterile, emotionally dead bloodsucking abomination for the rest of eternity wasn't bad enough, you get to spend first century or so doing an earlier generation vampire's bitch-work, and thats if you're lucky or sociopathic. I realize that "personal horror" is a major theme here, but that's laying it on a little thick, imo.
Free Council.
Welcome to the world on this side.
Yeah, the Old World of Darkness was a terribly depressing place, and not so much in a personal horror sort of way. As someone who originally picked up Werewolf: The Apocalypse, I can say that was one of the more "What's the point?" settings. It didn't matter what you did, the "good guys" were so terribly, horribly outnumbered and outgunned, plus every Werewolf was this miracle birth and therefore every Werewolf death was a tragedy. "You're screwed no matter what you do" isn't a good tone to set for your players.
Has anyone heard anything about Mage Noir or WoD:Future?
Imagine something like the Deepwater Horizon happening again. That's something nobody wants to see, right? Now, we all assume that it happened due to human negligence, but what if it was intentional? What if it was something inhuman, or something controlling the crew that were killed in the initial blast?
Tight corridors, blind corners, potential for death at any moment if the rig blows, and something wants it to blow.
A great adventure for a TF:Valkyrie Hunter game, right?
Or you could play a very, very, very eerie buildup with the players being members of the rig crew, corporate suits, and scientists monitoring the ecological effects of the rig, or something similar. With limited weapons on a place like that, nobody wants to get involved in a fight, and an oil rig is a big place, lots of places to hide or escape to, but it's a closed environment, no real escape is possible.
Anyway, it sent my mind a-buzzing. Feel free to get inspired and do something with this, guys!
TSW: Trillions
PSN: Saint__Justice
I saw a used non smelly book of Werewolf: the Forsaken for a few bucks I might pick it up? but I was curious they are not the killer hippe werewolf of old but more of a street gang now?