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White Wolf: Geist - Dead Like Persona Fandango [now available for Sin Eating]

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Posts

  • Ultra ViresUltra Vires Registered User regular
    edited January 2009
    I was in a pretty good Forsaken game a couple years ago, set in Yosemite and run by someone who had worked security there for a while.

    The most embarrassing moment was when I set everything up perfectly to snipe an enemy, using magic to silence the shot. The only thing I couldn't manage was getting any of the dice to roll a success. =\

    Ultra Vires on
    PASchaefer
    Playing Regularly: D&D 4E "Iomandra Campaign", "Rise of the Runelords", "Custom Return to the Temple of Elemental Evil", [DMing] "Upheaval"; Team Fortress 2.
  • Professor PhobosProfessor Phobos Registered User regular
    edited January 2009
    Forsaken was, until Changeling, my favorite of the nWoD games. I think it has a really unique, intense atmosphere.

    Professor Phobos on
  • JacquesCousteauJacquesCousteau Registered User regular
    edited January 2009
    Sorry about the disorganized post, it's late and I am now falling asleep, after finishing my read-through of Scion: Ragnarok(hella goood)

    omgyouhaveragnarok You should definitely tell me all the good character options from it.

    JacquesCousteau on
    steam_sig.png
  • HorseshoeHorseshoe Registered User regular
    edited January 2009
    Are there any Storyteller or White Wolf Games that aren't all "graa dark serious scary grimdark mcdarkdark"?

    In the case of Exalted, I like the setting but not the system... nWoD is the opposite. I like nWoD's version of storyteller, but it'd be nice to have something that my 8 and 10 year old nieces could play without having nightmares.

    Horseshoe on
    dmsigsmallek3.jpg
  • cytorakcytorak Registered User regular
    edited January 2009
    Horseshoe wrote: »
    Are there any Storyteller or White Wolf Games that aren't all "graa dark serious scary grimdark mcdarkdark"?

    In the case of Exalted, I like the setting but not the system... nWoD is the opposite. I like nWoD's version of storyteller, but it'd be nice to have something that my 8 and 10 year old nieces could play without having nightmares.

    Adventure! uses a very loose and flexible variant of Storyteller System. Pulp era stuff like The Shadow and Indiana Jones. As dark as underground dinosaurs and Nazi gorilla zeppelins can be.

    cytorak on
  • Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    you could give Adventure! a try.

    edit: beat'd

    Super Namicchi on
  • HorseshoeHorseshoe Registered User regular
    edited January 2009
    you just said the magic word

    dinosaurs

    Horseshoe on
    dmsigsmallek3.jpg
  • RainfallRainfall Registered User regular
    edited January 2009
    Yeah, dinosaurs. There's also Scion, which is like a less fiddly version of Exalted. PCs are the children of various mythological gods(there's a lot to choose from) and have various mythological powers and fight various mythological beasts. It's pretty mythological, and it's pretty awesome.

    Anything in the World of Darkness, which is most of WW's stuff, is going to be grim gritty dark horror stuff.

    For kids, you could always try WoD Innocents, though!

    (note: The above is not for children. Or for any adult who can possibly get squicked out.)

    Rainfall on
  • cytorakcytorak Registered User regular
    edited January 2009
    I wish Aberrant was still around. I was always the GM and never a player... :(

    cytorak on
  • KrataLightbladeKrataLightblade Registered User regular
    edited January 2009
    Rainfall wrote: »
    Yeah, dinosaurs. There's also Scion, which is like a less fiddly version of Exalted. PCs are the children of various mythological gods(there's a lot to choose from) and have various mythological powers and fight various mythological beasts. It's pretty mythological, and it's pretty awesome.


    There's also mythology.

    And don't forget the mythological impact...

    KrataLightblade on
    LEVEL 50 SWORD JUGGLER/WIZARD!
  • HorseshoeHorseshoe Registered User regular
    edited January 2009
    goddamnit

    this is off-topic but now thanks to AIM'ing arcanis i now know about this....

    GURPS_Bunnies_and_Burrows.jpg

    somebody shoot me in the head.

    Horseshoe on
    dmsigsmallek3.jpg
  • PlutoniumPlutonium Registered User regular
    edited January 2009
    Horseshoe wrote: »
    goddamnit

    this is off-topic but now thanks to AIM'ing arcanis i now know about this....

    GURPS_Bunnies_and_Burrows.jpg

    somebody shoot me in the head.

    My secret fantasy of a system where you can run Watership Down is now fulfilled.

    Nobody must know of this. BRB, statting up El-ahrairah.

    Plutonium on
  • KrataLightbladeKrataLightblade Registered User regular
    edited January 2009
    Oh come on, Horseshoe, you can't tell me Something Positive didn't totally make it worth it...

    KrataLightblade on
    LEVEL 50 SWORD JUGGLER/WIZARD!
  • WulfWulf Disciple of Tzeentch The Void... (New Jersey)Registered User regular
    edited January 2009
    On the topic of an un-killable big bad, was I a bad person to use one as a non player character to keep the game moving along if my group would start lolligagging around? Sure one of the PC's almost died before they figured out they couldn't put him down for more than a few turns, but it certainly streamlined their previously rambling thought processes to know that there was something hunting THEM while they were trying to figure out the main plot.

    Edit: And to be fair, they did totally fall for the SNL Land Shark bit...

    Edit edit: Uh... is that rabbit going for the jugular?!

    Wulf on
    Everyone needs a little Chaos!
  • Ultra ViresUltra Vires Registered User regular
    edited January 2009
    Wulf wrote: »
    Edit edit: Uh... is that rabbit going for the jugular?!

    Well, it would be the smart move.

    Ultra Vires on
    PASchaefer
    Playing Regularly: D&D 4E "Iomandra Campaign", "Rise of the Runelords", "Custom Return to the Temple of Elemental Evil", [DMing] "Upheaval"; Team Fortress 2.
  • HorseshoeHorseshoe Registered User regular
    edited January 2009
    Bun Fu is apparently pretty hardcore like that.

    Horseshoe on
    dmsigsmallek3.jpg
  • piLpiL Registered User regular
    edited February 2009
    Hey, you guys changed the thread name! Sweet.

    I think the most interesting part of Bunnies and Burrows (I haven't actually read it mind you), is that not only do I think it could be fun for a one or two shot (which is one of the things GURPS seems good for, if chargen didn't take eternity), but that I imagine it would really make a pick-two-or-three-random-books-and-run really interesting.

    Bunny and Burrows, In Nomine!

    Bunny and Burrows, Vampire the Masquerade!


    On topic: One time I found a copy of "AEON" for $10 used and I had to buy it. Apparently it's really called "Trinity" now. There's Adventure! set in the 1920s, and then Abberant set in the 2000s and it's set in the future. You're a psychic guy with special powers. I don't know, I couldn't really figure out the feeling they were trying to impress on me. Some of it was interesting, some of it made me roll my eyes a bit. It doesn't seem like they're shooting for the pulp feel, or the superhero feel, or what I would have assumed to be the sci-fi equivalent in a sort of campy way; vampire-in-space template I guess. Anyone have any thoughts on it?

    piL on
  • RainfallRainfall Registered User regular
    edited February 2009
    So I was just reading through the new Ragnarok book for Scion again, and damn.

    Honestly, I've been reading through a lot of Exalted as well lately, getting all my ducks in a row for the campaign I'm running at the moment, so the contrast in pretty sweet.

    Exalted is a finicky system. It's incredibly easy to make an enemy too hard, or for your players to have an incredibly wide power range right from the start, or to mess up the feel of the setting, or any number of things.

    With Scion, it's a lot easier to scale things. Every single effect has a clear and identifiable effect on how the game will run, and as an experienced GM it makes things a breeze to run. I can just grab a template out of one of the four books that they have out now, tweak it to make it a unique monster, maybe slide the powers up or down a bit, and all of a sudden I have a credible threat.

    The combat is significantly less complex, eliminating complex stuff like Combos, Flurries, Charms, multiple power pools(okay, there's still Legend and Willpower, but Legend isn't split into two groups that make you glow depending,) and the abilities that affect other realms of conflict are remarkably simple.
    Not to mention the powers are a lot more mythic. With a first-level power, you can fall from orbit without dying. Or with another one, you can walk through a burning fire and not get touched. It's only a few steps from there to flying or shooting lightning bullets.

    Just every time I compare the two, I see Scion as being so much cleaner and less complex. And then, if I need an adventure idea, all I need to do is look at a book of mythology. It's like an entire adventure book with plot hooks and NPCs and monsters and everything! Ragnarok, which is what I really want to talk about, takes this one step further.

    It takes the whole Ragnarok cycle, covers it in brief, offers references for more detail, stats up important NPCs and Gods and Monsters, throws in a few new, awesome twists, and shows you how you can really run an entire myth cycle in a game. It's super inspiring. Even if you don't want to run Ragnarok, it's got stats for stuff like the Fenris Wolf and the World Serpent, new ideas for crazy relics, and how to amputate yourself in order to gain even more power!

    It's just a fantastic book, and I can't think of any Scion game in which I wouldn't at least look at it for ideas briefly. If you're an Aesir Scion, it's a great start for ideas that REALLY play to your Legend and the myths of your ancestors, if you're any other group, it gives you a good idea on how to twist your own myths to the modern era of Scion, and if you're the GM, then it's just a spectacular collection of plothooks, monster stats, NPCs, and awesome. Not to mention that the premade campaign is REALLY REALLY good.

    Maybe I'm just a huge sucker for mythology, but right now, in the RPG world, I can't think of a single product that I enjoy more than Scion, and I have a lot of excellent books on my shelf.

    tl;dr Rainy is hot for sexy norse myths.

    Rainfall on
  • Ultra ViresUltra Vires Registered User regular
    edited February 2009
    Well, the Scion ruleset was deliberately the Exalted ruleset with one level of complexity shaved off, so it's no surprise to me you find Scion that much sharper and easier to use. I never had any problems balancing enemies to my Exalted players, but that's mostly due to drastic overexposure to the system and it makes sense that running Scion is less troublesome.

    I never got a chance to run demigod- or god-level games of Scion, and I heard there was some trouble balancing autosuccesses in attack or defense stats with creatures or characters that didn't have those autosuccesses. Have you any experience with that?

    Ultra Vires on
    PASchaefer
    Playing Regularly: D&D 4E "Iomandra Campaign", "Rise of the Runelords", "Custom Return to the Temple of Elemental Evil", [DMing] "Upheaval"; Team Fortress 2.
  • KrataLightbladeKrataLightblade Registered User regular
    edited February 2009
    I'm fond of both Scion and Exalted, but I do tend to feel that Exalted is probably more fun for me.

    Then again, a lot of that is that by the time you get to the highest levels, combat is typically going to be either autowin or autolose depending on who's got the biggest Epic Dex and Epic Strength. I still think Scion's a lot of fun, don't get me wrong (And I'm still really unhappy that I had to drop out of the games), but I just like the feel of Exalted more.

    Just a personal preference thing, I guess.

    KrataLightblade on
    LEVEL 50 SWORD JUGGLER/WIZARD!
  • mightyspacepopemightyspacepope Registered User regular
    edited February 2009
    After reading Rainfall's thoughts on Ragnarok, I'm REALLY tempted to buy both that and the Scion core rulebook.

    As someone who's never played any of White Wolf's stuff, how much will the rules system sodomize me?

    mightyspacepope on
  • JacquesCousteauJacquesCousteau Registered User regular
    edited February 2009
    Not at all. The main book is really friendly and does a good job walking you through your first hero. By the end of the first session with RF I had the game pretty well down.

    JacquesCousteau on
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  • mightyspacepopemightyspacepope Registered User regular
    edited February 2009
    Also, Rain, is the Ragnarok book specifically geared to Hero, Demi, or God level?

    mightyspacepope on
  • RainfallRainfall Registered User regular
    edited February 2009
    Ragnarok actually covers all three levels, with the main campaign split into three portions, each nice and large, as well as two new purviews with boons for all levels. The Scion NPCs it has in it are also statted for Hero, Demigod, and God.

    And as Jacques said, Scion is really really really newbie friendly. WW did their best to set it up as 'My First RPG,' and the rules are pretty simple/easy to understand. My only piece of advice is to remove the 'Untouchable Opponent' Knack from any game you play in, because it's utterly broken at high levels, otherwise it's all gold.

    There's a few minor quibbles in the rules themselves, but rather than confuse you by mentioning them now, just bring them up if you run into them. They're all small and mostly ignorable.

    EDIT@Ultra Vires

    Epic Successes progress geometrically(1-2-4-7-11-16-22-29-37-46) so once you get into the high ends, a Scion with more Epic Dex is going to be hitting Scions with less Epic Dex all the time. There's a few knacks and abilities that will let you take one or two hits before you start taking damage, so even a non-combat focused Scion can hold off against a powerful God for a turn or two.
    So basically, it requires the GM to keep an eye on the party. Know their limits, and make sure that you aren't throwing an enemy that is untouchable at them. I've introduced three overpowered foes to my players so far(An insane Scion, an invisible guy, and a ridiculously armored Nemean shark) at them, and each time they've managed to take them out, although it did take them some effort, although there's been a few KOs, tense moments, deaths, and in general danger. I did make sure that each one was JUST within the party's reach.
    Once the party gets more imbalanced, as it inevitably will the higher you go, you'll need to either stat up different levels of enemies(not all the Scions are focused, why should all their foes be?) or provide opportunities for each character to shine in combat(maybe the combat god needs to protect the hyper-intelligent riddle solver as he tries to open an ancient ark containing a relic, while the social character trades jibes to make the manipulative Scion of Loki who's been dogging the party and would do anything to wake up the sleeping giant that's just a few rooms away in place.
    The thing is, however, that Epic Attributes make it REALLY EASY to match up foes to your Scions. Anything more than a one-dot difference will result in a slaughter once you get past the first stage of Demigod, so it's easy metric to match foes to your combat god, your sword-wielding MENSA member, and your Beautiful Man-child of Aphrodite. The warriors will go straight for each other because otherwise their friends will die in short order, and everyone else fights who they can handle.

    Oh and most of the monsters statted in Demigod and God need serious help, because the devs didn't see fit to give them Dexterity at all. It's easy enough to fix, just slap an appropriate amount of dex onto the Titanspawn, and you're set.

    Rainfall on
  • Ultra ViresUltra Vires Registered User regular
    edited February 2009
    Rainfall wrote: »
    The thing is, however, that Epic Attributes make it REALLY EASY to match up foes to your Scions. Anything more than a one-dot difference will result in a slaughter once you get past the first stage of Demigod, so it's easy metric to match foes to your combat god, your sword-wielding MENSA member, and your Beautiful Man-child of Aphrodite. The warriors will go straight for each other because otherwise their friends will die in short order, and everyone else fights who they can handle.

    I hadn't anticipated using the Epic Attribute ratings of the party to match them up against appropriate challenges. I really should have. That's a neat angle.

    Ultra Vires on
    PASchaefer
    Playing Regularly: D&D 4E "Iomandra Campaign", "Rise of the Runelords", "Custom Return to the Temple of Elemental Evil", [DMing] "Upheaval"; Team Fortress 2.
  • elkataselkatas Registered User regular
    edited February 2009
    Coming this month for Vampire: the Requiem:

    image1rb9.jpg


    Click picture to see press ready (read: huge) version

    PDF-only due its limited audience. Pretty cover tho'. :lol:

    elkatas on
    Hypnotically inclined.
  • HorseshoeHorseshoe Registered User regular
    edited February 2009
    what

    Horseshoe on
    dmsigsmallek3.jpg
  • elkataselkatas Registered User regular
    edited February 2009
    Horseshoe wrote: »
    what

    V:TR sourcebook for eighties. Clash of styles, "weird" subcultures, profiliration of night clubs, yuppies, coke, rise of religious right, rapid technological advancement, cold war, nuclear annihilation, etc. Stuff like that. This is serious project, but PDF-only.

    elkatas on
    Hypnotically inclined.
  • Helix09Helix09 Registered User regular
    edited February 2009
    LOL.

    Vampires that look like Paula Abdul and use too much hairspray. So much easier to set fire to.

    Helix09 on
    D&D setting work in Progress: http://infernalcity.wikispaces.com/
  • scrivenerjonesscrivenerjones Registered User regular
    edited February 2009
    man I don't care what you say, that looks dope as hell.

    scrivenerjones on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited February 2009
    I want to fucking play that

    INeedNoSalt on
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited February 2009
    Horseshoe wrote: »
    what

    cj iwakura on
    z48g7weaopj2.png
  • RainfallRainfall Registered User regular
    edited February 2009
    Mmm, New Wave Requiem. Yeah, if I ever could convince myself to play vampires, I'd go for that.

    Rainfall on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited February 2009
    I will run that when it comes out.

    And some how, it will survive the WoD curse of Critical Failures.

    INeedNoSalt on
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited February 2009
    Godspeed.

    (And sign me up :P)

    cj iwakura on
    z48g7weaopj2.png
  • WildcatWildcat Registered User regular
    edited February 2009
    Flock of Seagulls haircuts? Aww yeah.

    Wildcat on
  • Jam WarriorJam Warrior Registered User regular
    edited February 2009
    I'm intrigued by the whole loosness of the Storyteller system but my brain still can't quite wrap it's head around how a game would run practically. I'm guessing the storyteller has to be a lot more willing to make stuff up on the fly and the players really need to know the system themselves and be willing to take a more active role in story progression.

    What I'm basically saying is I'm interested as hell and some should run a PbP on the boards so I have the excuse to buy a book or two.

    Jam Warrior on
    MhCw7nZ.gif
  • PonyPony Registered User regular
    edited February 2009
    I'm intrigued by the whole loosness of the Storyteller system but my brain still can't quite wrap it's head around how a game would run practically. I'm guessing the storyteller has to be a lot more willing to make stuff up on the fly and the players really need to know the system themselves and be willing to take a more active role in story progression.

    What I'm basically saying is I'm interested as hell and some should run a PbP on the boards so I have the excuse to buy a book or two.

    this is quite accurate

    Storyteller requires more of the players in terms of inventive thinking and applying their skills, and it requires the DM to think on his feet more and be able to ad hoc rule on challenges and NPCs.

    Pony on
  • PonyPony Registered User regular
    edited February 2009
    So I guess this is the general WoD thread, eh?

    Right now, I am in a weekly game that uses the Storyteller system, and is set in the universe of Macross Frontier.

    The PCs are a group of mecha pilots, which required us coming up with a mecha combat system.

    Some people (Der Waffle Mous) are curious about this, so I figure I'll explain a bit.

    First thing we decided was to divorce "mecha combat" from "personal combat". They would exist on two completely different scales, and weren't directly compatible. We didn't need to inflate all the numbers by 10 or anything like that. It wasn't necessary, for example, to figure out how much damage a Valkyrie gunpod would do to a human being. It would do exactly 10 Fucktons of He Dies damage.

    All that mattered is how mecha compared to each other, and how to balance that. For that, we used personal scale combat as an example.

    We used the PCs' standard mecha of choice (the Nightmare) as a base to compare to.

    So, a VF-171 Nightmare Plus has 8 points of Structure (equivalent to a human with a Stamina of 3, who would have 8 Health) and has Durability 2 (as a human wearing a flack jacket would have).

    The Gunpod has a damage of 4 (equivalent to an Assault Rifle).

    That sort of thing is what we did to figure out our base numbers.

    In the nWoD games we run, we use an alternate damage rule (the damage of a weapon adds base successes, not dice, so there's no "gun nibble") and we continued to apply that rule to mecha combat.
    So, for example, a gunpod if it hits ALWAYS does at least 4 damage + successes.

    We decided, however, that mecha being real fast and stuff that people can apply their Defense vs. Firearms checks (which, in personal combat, they cannot).

    That was where we started. From there, we added other rules for things like relative range, uses of the Drive and Computers skill, missile launching rules, etc.

    We've played a few game sessions with it, and ironed out some kinks, and it's working great.

    I could talk more about it if people are interested.

    Pony on
  • delrolanddelroland Registered User regular
    edited February 2009
    Pony wrote: »
    So I guess this is the general WoD thread, eh?

    Right now, I am in a weekly game that uses the Storyteller system, and is set in the universe of Macross Frontier.

    The PCs are a group of mecha pilots, which required us coming up with a mecha combat system.

    Some people (Der Waffle Mous) are curious about this, so I figure I'll explain a bit.

    First thing we decided was to divorce "mecha combat" from "personal combat". They would exist on two completely different scales, and weren't directly compatible. We didn't need to inflate all the numbers by 10 or anything like that. It wasn't necessary, for example, to figure out how much damage a Valkyrie gunpod would do to a human being. It would do exactly 10 Fucktons of He Dies damage.

    All that mattered is how mecha compared to each other, and how to balance that. For that, we used personal scale combat as an example.

    We used the PCs' standard mecha of choice (the Nightmare) as a base to compare to.

    So, a VF-171 Nightmare Plus has 8 points of Structure (equivalent to a human with a Stamina of 3, who would have 8 Health) and has Durability 2 (as a human wearing a flack jacket would have).

    The Gunpod has a damage of 4 (equivalent to an Assault Rifle).

    That sort of thing is what we did to figure out our base numbers.

    In the nWoD games we run, we use an alternate damage rule (the damage of a weapon adds base successes, not dice, so there's no "gun nibble") and we continued to apply that rule to mecha combat.
    So, for example, a gunpod if it hits ALWAYS does at least 4 damage + successes.

    We decided, however, that mecha being real fast and stuff that people can apply their Defense vs. Firearms checks (which, in personal combat, they cannot).

    That was where we started. From there, we added other rules for things like relative range, uses of the Drive and Computers skill, missile launching rules, etc.

    We've played a few game sessions with it, and ironed out some kinks, and it's working great.

    I could talk more about it if people are interested.

    I am.

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
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