@Groth Actually, if you notice, that was something I brought up on Requiem for Kingsmouth. On one hand, the book seems indicate that it only requires a single success, but that doesn't match how contested rolls usually work. However, as you stated, if it's a normal contested roll, then that's a joke because the ritualist will basically always have more dice. I mean, the ritualist is starting with a base pool of 2 attributes and a spec while the contestant is starting with only 2 attributes.
In a few months SHH's power curve will resemble TR's.
A few months? I dunno, I started with Gnosis 1, so just getting to 5 is going to take a full year. Even somebody who started at 3 due to being a full mage transfer is looking at 6 months minimum, and that's just to get to 5.
'A few months' seems to be understating it pretty heavily. This isn't a complaint, mind. I'm not 100% on the current system, but I don't really feel like 6 to 12 months is too long a wait for Gnosis 5.
Yeah, you're right, I was thinking of transfers. For those going from 3 to 5 (which is a reasonable and often used 'max' cutoff point for Mages, it probably varies for other spheres whose numbers I haven't crunched) it takes about half a year. And I mean in MU*ing 6 months isn't that terribly long.
For someone just starting it'll take a while, barring outside catch-up mechanisms, to get to the same place. As noted elsewhere XP isn't the limiting factor on SHH, it's the delay timers. I've put in several spends and I've made about half of what I've spent back already.
I think the idea of a territory system is awesome, but it IS a pain and many people are not going to want to deal with it. If it is a part of the game, it needs to be, IMO, built in from the ground up, You need to decide, and I hate myself for saying this, if it impacts everyone separately but equally. By that, I mean that it should influence Mortals/Vampires/Werewolves/etc, though they should not inherently block one another out or occupy the same slot on a turf.
You are correct in both accounts.
A system would need to be integrated with other mechanics across the board. If it's entirely an island it'll feel like the add-on that it is.
It would need to impact everyone but in different ways. Obviously a vampire doesn't need to control territory for the same reason a werewolf does. But then again they can share (at least in the nWoD) because generally speaking they don't need it for the same reason, either.
Otherwise the same clause applies to it as for any other game design choice: It has advantages and it has drawbacks. Not everyone will like it (but some will), so choose your poison.
Final little teaser apparently- the last such little preview or indication of whats going to be in the book before they actually release it
"They now give a Facet rather than unlocking a whole Gift, but then Renown dots are also more meaningful now in terms of the benefits they give you.
Your 4/5XP guestimate [for each renown] is too high. OTOH I don't want to give the actual numbers since we're pretty close to the actual release these days and there'll hardly be anything new in the book if we just keep spoiling everything beforehand"
Some things should be open to all, some not... If you're not allowed to know your accuser, there should never be more than just a sternly worded page to you. That being said, I can see an argument for keeping identities secret. I just had the pleasure of having a 'Dominant Alpha Male' as he called himself, thrown from a mush because he was trolling every female characterbit (assuming said person was a female IRL) to become a submissive for his harem, and not getting a clue when most of them would tell him to GTFO.
So meh, where do you draw the line? Can I be frankly honest and say that anything you say to anyone in a mush setting will get told to someone else, no matter how much you say 'oh this is hush hush, just between you and me' mushers are gossipers. I can count on one hand the number of the umpteen hundred mushers I've played with, that I could actually believe would keep a secret. Sometimes I tell wicked lies just to see how long it takes before someone will spread it, then I make sure to let them know they failed that test. Yes I am a bastard.
Staff discussions, they're shared with everyone, everyone knows what you said, everyone knows what is going on behind the scenes, to pretend otherwise, not only makes you hypocritical when you make a big announcement saying quite the opposite of what happened. It is just the way it is. So, do you need transparency in some things? Maybe? But to me, the biggest thing is, when you approach someone from a Staff/OOC perspective, be honest. Honesty is probably the biggest thing that negates the need for transparency.
If everyone was honest with each other and upfront and straightforward, we could probably quash most of the issues that hamper mushing today.
Also, 'you' in this case, is a generalized 'you' not you specifically ES. :D
I've almost reached the point where I feel you can have a Crime Sphere or you can have an official Law Sphere, but not both. This may come from having to mediate one too many situations where the cops had everything they needed to bust someone due to hard work and RP and the target refused the whole notion that they could ever be caught, or the number of times criminal PCs wanted to pull the I am Invincible thing,
On TR attempts were actually made to implement consequences for crime. It went over like a lead balloon. How dare we interfere with their twinky fun?
Some of the cops were pretty bad too. (I'm looking at Mr PC Police Detective who was handed evidance involving several PCs IC killing sprees and did...absolutely nothing with the information, you would think that the police might have had an interest in those dead bodies and mass graves, but no, Don't let possible plot interrupt the IC coffee and doughnuts,.)
You have omitted three points that must be considered before your own list.
Look at your life to determine whether you have the time necessary to create and operate the game you intend. Do you have it? If not, don't start. Factors include, but are not limited to: (1) your work schedule; (2) your spouse or significant other(s); (3) your family; and (4) whether you intend to carve large chunks of your time to devote to other hobbies, like macrime.
Look at the people you want to bring on-board as staff. Presuming you like, respect, and can work with them, examine their life to determine whether they have the time and motivation necessary to participate and assist you. Do they? If not, don't start.
Look at the people you want to bring on-board as players. Presuming you like, respect, and want to entertain them, examine their life to determine whether they have the time and motivation necessary to devote their time to your game to make it better. Do they? If not, don't start.
Ignoring these three points will likely result in your losing any motivation for running a game.