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White Wolf's World of Darkness

MoridanMoridan Registered User regular
edited January 2007 in Critical Failures
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The world is not what you think. Beneath skyscrapers' leering gargoyles, factories belching smoke and streets packed with the human throng lurk things we are not meant to see. Creatures dwell in the shadows and hidden places.They watch you, stalk you and prey upon your body and soul. The life you lead is a lie. Your darkest fears aren't make-believe.

They're real.


What Is The World Of Darkness?

We can’t know when humans first started telling stories, or why. But it’s a safe bet that the first tale tellers used their craft to explain the mysteries going on around them. Indeed, some of the most ancient stories that are still told today grapple with the biggest mysteries of all — life, death, creation, redemption and the ongoing struggle of good versus evil. The World Of Darkness is a Storytelling game, because it’s an opportunity for you to participate in the deeply human endeavor of telling stories.

The stories told in this game are set in the World of Darkness. It’s a place very much like our world, sharing the same history, culture and geography. Superficially, most people in this fictional world live the same lives we do. They eat the same food, wear the same clothes, and waste time watching the same stupid TV shows. And yet, in the World of Darkness, shadows are deeper, nights are darker, fog is thicker. If, in our world, a neighborhood has a rundown house that gives people the creeps, in the World of Darkness, that house emits strange sighs on certain nights of the year, and seems to have a human face when seen from the corner of one’s eye. Or so some neighbors say. In our world, there are urban legends. In the World of Darkness, there are urban legends whispered into the ears of autistic children by invisible spiders.

The Elements of Stylish Horror

The World of Darkness book presents rules for playing a type of roleplaying game called Storytelling. In this type of game, the traditional elements of a story — theme, mood, plot and character — are more important than the rules themselves. The rules serve to help you tell stories about your characters in an interactive experience. They help prevent arguments and provide a solid basis for handling elements of chance, but they don’t overshadow the story itself. The triumphs and tragedies of your characters as they try to survive and even thrive in the World of Darkness are the main focus, not dice rolls or lists of traits.

Storytelling games involve at least two, although preferably four or more players. Everybody involved in the game participates in telling a group story — the players create and act out the roles of their characters, and the Storyteller creates and reveals the plot, introducing allies and antagonists with which the players’ characters interact. The players’ choices throughout the course of the Storytelling experience alter the plot. The Storyteller’s job isn’t to defend his story from any attempt to change it, but to help create the story as events unfold, reacting to the players’ choices and weaving them into a greater whole, introducing secondary characters and exotic settings. In order to play the supernatural creatures that inhabit The World of Darkness, you must purchase a companion book such as...

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Vampires: blood-drinking creatures of the night. Horrors born of darkness, whose sole purpose in life - unlife, actually - is to slake their unholy thirst on the blood of the living. Without doubt, vampires are monsters.

Monsters, though, need not always be unthinking, unfeeling terrors empty of remorse, or even compassion or other human traits. Indeed, vampires can exceed their deathless curse, themselves becoming antiheroes or even heroes.

Then again, some vampires truly remain monsters.

This is the purpose of Vampire: The Requiem. It is a Modern Gothic Storytelling game, a roleplaying game that allows you to build chronicles that explore morality through the metaphor of vampirism. In Vampire, you “play the monster,” and what you do as that monster both makes for an interesting story and might even teach you a little about your own values and those of your fellows.

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In Werewolf: The Forsaken, the second Storytelling game set in the World of Darkness, you and your friends tell the story of some of these monsters, namely those abandoned men and women who inherit the legacy of the werewolf.

Neither wholly spirit nor flesh, the Uratha (as werewolves call themselves in their ancient language) are creatures of two worlds. Since the beginning of time, they have tended the Shadow Realm while staking out territory in the physical world and ruling it as the ultimate apex predators. Yet for the sacrifice of their ailing forebear, the Uratha have been forsaken by their former spirit allies and consigned to a physical world that knows only fear. Now they can rely only on each other, their mother Luna, and what few spirit allies they've managed to wrestle back into submission. They must stand on the threshold between two worlds swarming with enemies.

Despite their outcast state, the werewolves are not helpless prey. They can assume any of five natural forms, each with its own special advantages. They can heal even the most grievous injuries in seconds. The allies they have regained in the Shadow Realm have given them special Gifts and taught them special rites, each with profound magical effects. Their fickle mother Luna has graced them with her love and divided their slain father's legacy between them, each portion corresponding to one of the moon's five phases. And when their spirit prey tries to escape into the Shadow Realm, they can even pursue it across the Gauntlet that stands between the sundered worlds. As long as the Uratha can keep the disparate urges of their divided souls in harmony (balancing spirit and flesh while also balancing beast and man), they stand to inherit the mantle to which they were born.

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In Mage: The Awakening, the third World of Darkness Storytelling game, you and your friends tell stories set in this world, in which you reveal these secrets and unravel the Mysteries of Creation. Those who do so successfully Awaken to the greatest mystery of all-that the rules of reality are not as hard and fast as everyone thinks.

By forging mystical paths to realms beyond the material world, the Awakened (known as wizards, sorcerers, and mages) can impose the laws of those higher realms on this world. Doing so, they can shed light on what hides in the World of Darkness and work great wonders tempered only by their wisdom. Yet for all their power and insight, the Awakened are still human, subject to the same failings and shortsightedness all humanity suffers. They must temper their wonders with wisdom, lest the friction between opposing laws of disparate realities cause an uncontrollable Paradox. Nor can they cavalierly expose the secrets their Awakenings reveal to them. Some secrets are hidden from Sleeping humanity for good reasons, and it is only the proud, foolish mage who casts into the light those things best exiled to shadow.

What's more, a mage does well to keep his pride in check, as pride goeth before a fall. There's always another mage out there with just a bit more power or who knows just a little more about what's hidden in the darkness...




A few years ago, White Wolf revised its game entire line, rebuilding the ruleset, and the settings themselves, into something more workable. Personally, I feel the changes were both needed and very welcome, especially since the WoD now supports play as a normal human, discovering the terrible truths about the monsters around him. This thread is in appreciation to these awesome RPGs.

Violence, naked force, has settled more issues in history than has any other factor, and the contrary
opinion is wishful thinking at its worst.
- Robert A. Heinlein
Moridan on
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Posts

  • syndalissyndalis Getting Classy On the WallRegistered User, Loves Apple Products, Transition Team regular
    edited July 2006
    Moridan,

    I will warn you in advance. There are quite a few of us here who LIKED the old WoD.

    While the restructuring of the rulebooks made sense (one central hub with the different types of games being spokes off of it), I just plain could not get into the new world they crafted.

    And the new mage is a travesty, IMO.

    syndalis on
    SW-4158-3990-6116
    Let's play Mario Kart or something...
  • elkataselkatas Registered User regular
    edited July 2006
    syndalis wrote:
    I will warn you in advance. There are quite a few of us here who LIKED the old WoD.

    And also quite many who also like new one.

    elkatas on
    Hypnotically inclined.
  • MoridanMoridan Registered User regular
    edited July 2006
    syndalis wrote:
    Moridan,

    I will warn you in advance. There are quite a few of us here who LIKED the old WoD.

    While the restructuring of the rulebooks made sense (one central hub with the different types of games being spokes off of it), I just plain could not get into the new world they crafted.

    And the new mage is a travesty, IMO.

    I'm of mixed emotions with the new Mage. Some parts of it I love, and some parts I liked better the way they were. And worse yet, I often can't say which parts are which. The book seems to have been written by multiple authors who didn't all agree what the setting was supposed to be. It is often very self contradictory, and to me, that is it's biggest fault.

    I thought Vampire was improved for the better. The fewer clans was nice, and the game has a more claustrophobic feel, if that makes any sense. I didn't like how the metaplot worked in VtM.

    Werewolf...well... I HATED the old Werewolf. The new one, in my opinion, was VASTLY improved.

    I'd love to hear what it is about the new stuff you don't like.

    Moridan on
    Violence, naked force, has settled more issues in history than has any other factor, and the contrary
    opinion is wishful thinking at its worst.
    - Robert A. Heinlein
  • scarlet st.scarlet st. Registered User regular
    edited July 2006
    I am of the mind that the new WoD is awful.

    scarlet st. on
    japsig.jpg
  • MoridanMoridan Registered User regular
    edited July 2006
    I am of the mind that the new WoD is awful.

    Why?

    Moridan on
    Violence, naked force, has settled more issues in history than has any other factor, and the contrary
    opinion is wishful thinking at its worst.
    - Robert A. Heinlein
  • thorpethorpe Registered User regular
    edited July 2006
    As much as I like parts of WoD, I kind of wish they would ditch the overwrought "use this game to explore the darkest corners of your inner soul!!!111!!!1" speech that they use to lure in the goth and emo kiddies.

    thorpe on
    [SIGPIC][/SIGPIC]
  • elkataselkatas Registered User regular
    edited July 2006
    Moridan wrote:
    I thought Vampire was improved for the better. The fewer clans was nice, and the game has a more claustrophobic feel, if that makes any sense. I didn't like how the metaplot worked in VtM.

    Yeah, and it didn't help also that most players played game with "superheroes with fangs" attitude. New game is indeed more local, claustrophobic and tighter package, with lots of stupid stuff removed out.

    elkatas on
    Hypnotically inclined.
  • MoridanMoridan Registered User regular
    edited July 2006
    thorpe wrote:
    As much as I like parts of WoD, I kind of wish they would ditch the overwrought "use this game to explore the darkest corners of your inner soul!!!111!!!1" speech that they use to lure in the goth and emo kiddies.

    While they might say it a bit much, that's really what it is if you play the game as they intend you to. I've played a few vampire games that had me questioning a few things about myself.... :oops:

    Moridan on
    Violence, naked force, has settled more issues in history than has any other factor, and the contrary
    opinion is wishful thinking at its worst.
    - Robert A. Heinlein
  • scarlet st.scarlet st. Registered User regular
    edited July 2006
    Moridan wrote:
    I am of the mind that the new WoD is awful.

    Why?
    The new mechanics.

    scarlet st. on
    japsig.jpg
  • elkataselkatas Registered User regular
    edited July 2006
    thorpe wrote:
    As much as I like parts of WoD, I kind of wish they would ditch the overwrought "use this game to explore the darkest corners of your inner soul!!!111!!!1" speech that they use to lure in the goth and emo kiddies.

    Heh, 1st edition of V:TM really had that problem. Writing was really, really pretentious. :)

    elkatas on
    Hypnotically inclined.
  • Dareth RamDareth Ram regular
    edited July 2006
    The old WoD was kinda... convoluted, I guess. Some much needed simplifying and scaling down.


    But then again, I've only ever played the new Vampire and Mage, and I feel they're both better and easier to wrap my head around.

    Dareth Ram on
  • MoridanMoridan Registered User regular
    edited July 2006
    elkatas wrote:
    Moridan wrote:
    I thought Vampire was improved for the better. The fewer clans was nice, and the game has a more claustrophobic feel, if that makes any sense. I didn't like how the metaplot worked in VtM.

    Yeah, and it didn't help also that most players played game with "superheroes with fangs" attitude. New game is indeed more local, claustrophobic and tighter package, with lots of stupid stuff removed out.

    Yes. I could not have been happier to see Malkavians go the way of the dodo, even if they were resurrected as a bloodline. They had potential when played correctly, but too many people used that clan as an excuse to act like an idiot and be disruptive.

    They did a pretty good job with them in the last revision of VtM, but the damage was already done.

    Moridan on
    Violence, naked force, has settled more issues in history than has any other factor, and the contrary
    opinion is wishful thinking at its worst.
    - Robert A. Heinlein
  • PontPont Registered User regular
    edited July 2006
    Can I be the first to mourn the Malkavians? Beautiful, beautiful Malkavians. Of course, I hardly knew anybody who could play one worth a good goddamn. So it's half-hearted mourning.

    edit: wow, beaten.

    Pont on
  • MoridanMoridan Registered User regular
    edited July 2006
    Moridan wrote:
    I am of the mind that the new WoD is awful.

    Why?
    The new mechanics.

    Mechanics specific to the settings, or combat mechanics?

    Personally, I think the mechanics revision is the new WoD's strongest point.

    Moridan on
    Violence, naked force, has settled more issues in history than has any other factor, and the contrary
    opinion is wishful thinking at its worst.
    - Robert A. Heinlein
  • elkataselkatas Registered User regular
    edited July 2006
    Pont wrote:
    Can I be the first to mourn the Malkavians? Beautiful, beautiful Malkavians. Of course, I hardly knew anybody who could play one worth a good goddamn. So it's half-hearted mourning.

    Malkavians were stupid. Or not stupid, but they turned too easily to be jokes.

    elkatas on
    Hypnotically inclined.
  • mantidormantidor Registered User regular
    edited July 2006
    oh I remember this, I played as a corax a long time ago in school, but we really never developed the game much, so whats changed? I barely remember the original mechanics to be honest though.

    mantidor on
  • syndalissyndalis Getting Classy On the WallRegistered User, Loves Apple Products, Transition Team regular
    edited July 2006
    elkatas wrote:
    Moridan wrote:
    I thought Vampire was improved for the better. The fewer clans was nice, and the game has a more claustrophobic feel, if that makes any sense. I didn't like how the metaplot worked in VtM.

    Yeah, and it didn't help also that most players played game with "superheroes with fangs" attitude. New game is indeed more local, claustrophobic and tighter package, with lots of stupid stuff removed out.
    But the problem is that the "tightening up" of the WoD is in fact one of the things that angered me the most. With old WoD, there were so many bloodlines, paths, etc., born of the fact that this was a millenia old curse that changed and propegated over time. The rich history of old WoD was one of the things I mourned the loss of more than anything else.

    When my gaming group gets a WoD hankering, its the revised oldstyle books that hit the table.

    syndalis on
    SW-4158-3990-6116
    Let's play Mario Kart or something...
  • MoridanMoridan Registered User regular
    edited July 2006
    mantidor wrote:
    oh I remember this, I played as a corax a long time ago in school, but we really never developed the game much, so whats changed? I barely remember the original mechanics to be honest though.

    If you played a corax, you played Werewolf, which has changed A LOT! For one thing, the changing breeds (corax, bastet, etc.) are all gone. The only playable "race" are werewolves, and it is much more focused on horror, survival, and the pack. No more tree hugging doggies.

    Moridan on
    Violence, naked force, has settled more issues in history than has any other factor, and the contrary
    opinion is wishful thinking at its worst.
    - Robert A. Heinlein
  • TubeTube Registered User admin
    edited July 2006
    What didn't you guys like about new mage? I never read it.

    Tube on
  • MoridanMoridan Registered User regular
    edited July 2006
    syndalis wrote:
    elkatas wrote:
    Moridan wrote:
    I thought Vampire was improved for the better. The fewer clans was nice, and the game has a more claustrophobic feel, if that makes any sense. I didn't like how the metaplot worked in VtM.

    Yeah, and it didn't help also that most players played game with "superheroes with fangs" attitude. New game is indeed more local, claustrophobic and tighter package, with lots of stupid stuff removed out.
    But the problem is that the "tightening up" of the WoD is in fact one of the things that angered me the most. With old WoD, there were so many bloodlines, paths, etc., born of the fact that this was a millenia old curse that changed and propegated over time. The rich history of old WoD was one of the things I mourned the loss of more than anything else.

    When my gaming group gets a WoD hankering, its the revised oldstyle books that hit the table.

    I miss the deep history stuff myself.
    I don't miss all the clans and bloodlines. But, the way bloodlines work now, you can create anything you like.

    I still mourn the loss of my beloved Tzimisce though... :cry:

    Moridan on
    Violence, naked force, has settled more issues in history than has any other factor, and the contrary
    opinion is wishful thinking at its worst.
    - Robert A. Heinlein
  • PontPont Registered User regular
    edited July 2006
    elkatas wrote:
    Pont wrote:
    Can I be the first to mourn the Malkavians? Beautiful, beautiful Malkavians. Of course, I hardly knew anybody who could play one worth a good goddamn. So it's half-hearted mourning.

    Malkavians were stupid. Or not stupid, but they turned too easily to be jokes.

    If someone went the "whee, I'm a Malkavian" route, ie psychotic, delusional, or anything else boring, then yeah. They're stupid, they hurt the game, and it stopped being fun. Of course, those same people were really good at ruining the game in the first place.

    Once you got done exploring other routes in the game, it got fun to be a little unpredictable. I apologize for once playing the "weird little jackass" Malk, but we retconned it into him being crafty or some shit.

    Pont on
  • MoridanMoridan Registered User regular
    edited July 2006
    What didn't you guys like about new mage? I never read it.

    I recommend checking it out. It's pretty solid, but it is a lot different now. A lot of people want it to be closer to Ascension. If you don't care, you may like it.

    Moridan on
    Violence, naked force, has settled more issues in history than has any other factor, and the contrary
    opinion is wishful thinking at its worst.
    - Robert A. Heinlein
  • elkataselkatas Registered User regular
    edited July 2006
    syndalis wrote:
    The rich history of old WoD was one of the things I mourned the loss of more than anything else.

    History crap was getting annoying in the end because of some really bad decisions. Avatar storm, nuking of the underworld, Saulot / Tremere crap, decimation of Ravnos, Time of Thin Blood, Rogue Council, etc, etc. In addition that metaplot was starting to get dumb, it also started to make books inaccessible for beginners. For example, to use Mexico City by Night to its fullest extent, it was assumed that you would have Guide to Sabbat, Blood Sacrifice and Nights of Prophecy. Little too much to ask in my opinion. :|

    elkatas on
    Hypnotically inclined.
  • TheOtherHorsemanTheOtherHorseman Registered User regular
    edited July 2006
    My initial kneejerk reaction is to say, "NO! NEW THING! BAD!" but looking at the settings, I suppose they could be quite fine games in their own right as long as I forget their predecessors existed and don't try to compare them with any sort of expectations in mind.

    TheOtherHorseman on
  • mantidormantidor Registered User regular
    edited July 2006
    Moridan wrote:
    mantidor wrote:
    oh I remember this, I played as a corax a long time ago in school, but we really never developed the game much, so whats changed? I barely remember the original mechanics to be honest though.

    If you played a corax, you played Werewolf, which has changed A LOT! For one thing, the changing breeds (corax, bastet, etc.) are all gone. The only playable "race" are werewolves, and it is much more focused on horror, survival, and the pack. No more tree hugging doggies.

    oh I see, thats a shame, my favorite part was the other chaging breeds, but I see the books and rules more like a base from which you can build your own universe and story, thats the good thing about pen & paper rpgs, its absolutely free, if you and the people you are playing with don't like a particular thing then you just ignore it or change it.

    mantidor on
  • syndalissyndalis Getting Classy On the WallRegistered User, Loves Apple Products, Transition Team regular
    edited July 2006
    My malkavian was a roadie for a very evangelical preacher. He dedicated his life with minimal pay to the service of the ministry, and was glad to do it. The group took a trip to Israel to preach the word in the holy land. My character walked in on the minister getting head from someone who was NOT his wife. Angered at what he saw, he ran off and found a bar in which to get drunk. Unfortunately, due to a heated argument that broke out over something pointless (being drunk does that), he had a bottle broken over his head, and was stabbed in the kidney and pushed out into the street. He wandered aimlessly for a bit, realizing how he was more pure than the minister, how these events were more then coincedence... before the blood curse ever reached him (which happened later that night), he succumbed to Jerusalem syndrome, and fancied himself Christ. A couple of Malk witnessed his "sermons" in the street, and ushered him away before the police / ambulance arrived. Before Josh (my charachet) passed away, he was brought to a lair and ghouled... before the night was over, he proved himself to the prince and was allowed to be embraced.

    He was not idiotic or psychotic in any way. He had delusions, no doubt... but it only made playing the character that much more fun. I took the presence route with him, and eventually blood-bound a fair number of priests and clergymen in the Raleigh area... convincing them that I had returned.

    It was a blast.

    syndalis on
    SW-4158-3990-6116
    Let's play Mario Kart or something...
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited July 2006
    syndalis wrote:
    Angered at what he saw, he ran off and found a bar in which to get drunk.

    This does not follow.

    edit: Your Malkavian was a mortal, so he wasn't a Malkavian. Okay.

    INeedNoSalt on
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited July 2006
    The little I've read on Vampire: The Requiem had me completely confused, especially since I have a near encyclopedic amount of lore on V:TM build into my head.

    So yeah, I miss the old game, if only because of all the different clans and all their interesting stories.

    I don't know if I'll ever get into V:TR like I did V:TM.

    Malkavians are awesome. Giovanni were fun, too.

    My Malkavian was a school teacher with sanguinary animism.
    He also brought a cat everywhere with him.

    He finally became Primogen, and was killed a week later by a Brujah he gave Dementation to. :? My Giovanni never died until I left Tampa.

    cj iwakura on
    z48g7weaopj2.png
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited July 2006
    So, uh.

    Brujah for lyfe.

    INeedNoSalt on
  • Der Waffle MousDer Waffle Mous Blame this on the misfortune of your birth. New Yark, New Yark.Registered User regular
    edited July 2006
    I'm of the mind that the only version of the WoD I can stand is Troika's.

    Der Waffle Mous on
    Steam PSN: DerWaffleMous Origin: DerWaffleMous Bnet: DerWaffle#1682
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited July 2006
    WHY wrote:
    I'm of the mind that the only version of the WoD I can stand is Troika's.

    Which means old-school Vampire.

    Which is good.

    [spoiler:dedc590c15]Go Jyhad Go[/spoiler:dedc590c15]

    cj iwakura on
    z48g7weaopj2.png
  • greyningreynin Registered User regular
    edited July 2006
    No extra actions is wonderful, that shit was out of control in the old version.

    Addition, the new combat mechanics are great. It used to be that people would just take enough Firearms, for instance, to hit and then the biggest most dice-throwing weapons they could possibly lay their hands on. Now, some dude with a single dot in Firearms and a huge handcannon does not necessarily beat the man who is a fucking surgeon with that glock.

    I also lament not the Soak and the Dodge. Good riddance, you hallmarks of the wanker, you refuges of the uncreative.

    greynin on
  • Dareth RamDareth Ram regular
    edited July 2006
    So, uh.

    Brujah for lyfe.
    I was always a Gangrel sort.

    Dareth Ram on
  • Ashrem BayleAshrem Bayle Registered User regular
    edited July 2006
    syndalis wrote:
    My malkavian was a roadie for a very evangelical preacher. He dedicated his life with minimal pay to the service of the ministry, and was glad to do it. The group took a trip to Israel to preach the word in the holy land. My character walked in on the minister getting head from someone who was NOT his wife. Angered at what he saw, he ran off and found a bar in which to get drunk. Unfortunately, due to a heated argument that broke out over something pointless (being drunk does that), he had a bottle broken over his head, and was stabbed in the kidney and pushed out into the street. He wandered aimlessly for a bit, realizing how he was more pure than the minister, how these events were more then coincedence... before the blood curse ever reached him (which happened later that night), he succumbed to Jerusalem syndrome, and fancied himself Christ. A couple of Malk witnessed his "sermons" in the street, and ushered him away before the police / ambulance arrived. Before Josh (my charachet) passed away, he was brought to a lair and ghouled... before the night was over, he proved himself to the prince and was allowed to be embraced.

    He was not idiotic or psychotic in any way. He had delusions, no doubt... but it only made playing the character that much more fun. I took the presence route with him, and eventually blood-bound a fair number of priests and clergymen in the Raleigh area... convincing them that I had returned.

    It was a blast.

    Congratulations. You are one of about ten people on the planet who could play a malkavian correctly. ;)

    Ashrem Bayle on

    Moridan.jpg
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited July 2006
    Congratulations. You are one of about ten people on the planet who could play a malkavian correctly. ;)

    It's awesome because he wasn't playing a Malkavian until the very end of that story.

    INeedNoSalt on
  • exitexit Registered User regular
    edited July 2006
    Right now I am trying to get a plain WoD game off the ground based on Silent Hill.

    Which reminds me, I need to nag people about character sheets tonight. This game has been in the planning stages for way too long.

    exit on
  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    edited July 2006
    Tell me about Mage, new or old. I don't really know anything at all about it.

    I always felt that the old WoD was too small for both vampires, mages and werewolves. Considering the NEVER BEFORE SEEN POWER LEVELS of some Mage and Vampire stuff (which I've only heard from third party) it felt like they'd start wiping each other out sooner or later.

    Echo on
  • siliconenhancedsiliconenhanced __BANNED USERS regular
    edited July 2006
    I played a Malkavian who saw prophecy through the stock market, and played the business world with frightening success. I really enjoyed playing him, since he came off very low key and a bit "off", but nothing like the majority of GOOGOOGAGA people who tend to play Malks.

    Yeah, Malkavians and LARP just really don't go together at all.

    I was always more of a Gangrel man myself though. I gave the new WoD a shot, playing a Lancea Gangrel, and while I enjoyed the entire interaction between the ideals of Clan and Covenant, I wasn't a big fan at all of the bloodlines. It seems like an excuse for someone to try to be the most "Special" charecter ever. Why try to have a smaller gaming world (good idea), if it just means someone can pull out a bloodline that no one has heard of and play it.

    And yeah, I know you can just deny bloodlines if that's not the type of game you want to run, but players being players, its usually an uphill battle.

    siliconenhanced on
  • exitexit Registered User regular
    edited July 2006
    Echo wrote:
    Tell me about Mage, new or old. I don't really know anything at all about it.
    Old Mage is really fucking hard to explain because of paradigm. Basically, you alter reality to do "magic". The way you do this largely depends on what tradition you belong to and what your paradigm (how you believe magic works) is. You also have your Avatar, a sort of guiding spirit that helps you on your way to Ascension.

    However, fucking with reality has its downsides. If you alter the rules of existence to say hey, a fireball can come out of my hands, reality snaps back and tells you to follow the fucking rules. That is Paradox. So Mages either need to brave a 'Dox backlash, or do magic subtley so that reality just slides over the effect. Like being shot, and using magic to make sure the bullet hit a part of you that wouldn't be vital.

    The counterpoint to Mages are the Technocracy, who believe that technology and order are the balance of the world, not all this magic flim-flam.

    Of course, White Wolf fucked that up when they gave Technocrats their own reality altering shit but that is not the point.

    Basically old mage was good, but such a jumbled mess. It was the definition of unorganized.




    New mage completely throws out the altering of reality. You are doing magic, plain and simple. It has more ties with spirit and typical magical lore than old Mage does -- Along with their backstory involving the city of Atlantis, which a lot of people think is really lame because.. I don't know why, but a lot of people just stop reading once Atlantis is brought up.

    There's an abyss that seperates this world (the fallen world) and a spirit realm where two groups of Mages are constantly opposed (the supernal). The.. Well, I forgot most things about the war, but there are five watchtowers constructed in the supernal realm which allow some of the folks in the fallen realm to do magic. Tower + Awakening = Tada! Mage.

    And, um. That's the basic of it, I think? There's a whole bunch more to each game but.. Someone else could prolly explain those bits better.

    exit on
  • VicVic Registered User regular
    edited July 2006
    Congratulations. You are one of about ten people on the planet who could play a malkavian correctly. ;)

    It's awesome because he wasn't playing a Malkavian until the very end of that story.

    I do not see how that is relevant. Furthermore, try to contribute to the thread instead of just nagging on those who are.



    I've played a couple of mage and vampire campains, but I never really cared for their d10 system. The fact that one attack could require like five fistfulls of dice to be cast really slowed the game down at times. I still loved the games for the setting though, even though I continually failed to use it to it's full advantage.

    I was the storyteller most of the time, but I just could not properly manage something of that scale, that is the city. I mean, there are potentially thousands of people that could be relevant to the story, not to mention the city itself with its neighbourhoods, stores, and so on. That is alot to take care of, even if you normally improvise as much as I do. In the end I often ended up practically steering the characters by their nose, which lead to some passable stories but without the freedom a RPG should have.

    Vic on
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