NOLA 2: Back in the Vieux


  • Pitcrew

    So rather than go complicated and make a Wild West game or a Wild West On Mars game (right now - we may do that in the future!) we've decided to re-open (sort of) NOLA. We'll be dropping the Shadow Accords and the NPC leaders and adopting a story that makes room for PC leadership and less barrier to entry in learning the setting (read: we're doing something more default).

    We're also dropping Beast, since our second most received feedback was "I hate Beast", and we experienced balance issues. (Read: I played a character long enough to get about 130xp onto a Beast and realized that shit is cray.)

    Our FIRST most received feedback was "I want Bloodlines", so congratulations, we're adding bloodlines. That's a lot of work, though, and the primary thing we need help with right now are people pitching Bloodline conversions to 2e. @SunnyJ sent me some and I'm going through them, but if you've got a bloodline you want on NOLA, hit me up and submit your conversion.

    I'm taking suggestions on how much XP to give to start with. We had 10 total (7 + 3 BG) for the first go at NOLA. I'm thinking about bumping this up to 35 total (30 + 5bg) to give players a bit more flexibility in what they build. Please let me know what you think.

    The main thing we're working on right now is getting the wiki cleaned up from the last go-round and those bloodlines. We anticipate opening Very Soon (tm).

    We may be removing old character pages, so if you had a wiki page you want a second chance to grab, our wiki is up here: http://nola.orcpie.fun/wiki/index.php/Main_Page


  • Pitcrew

    @rdc said in NOLA 2: Back in the Vieux:

    We're also dropping Beast, since our second most received feedback was "I hate Beast", and we experienced balance issues. (Read: I played a character long enough to get about 130xp onto a Beast and realized that shit is cray.)

    What's the big issue with Beast? Is it just too overpowered compared to other spheres? The one time I played it I really enjoyed it, mostly because it was something other than Changling and everyone fucking plays Changling.



  • Can yiu give us a break down on what NOLA is for thise of us who might not know?


  • Politics

    @rdc

    I have a large number of Bloodlines already written up, that you are welcome to use.

    A thought, though: make sure your lines are tied to your theme and setting. They feel more useful and important that way. Finding a Banda Cantu or Rakshasa in New Orleans may be a little odd.


  • Pitcrew

    @magee101 NOLA is New Orleans, Louisiana! It's a Chronicles of Darkness 2e game.


  • Pitcrew

    @testament After playing a character up to ~130xp over the course of NOLA's first run, yeah, Beast is pretty overpowered. Like, tossing out 20-30 agg damage on one success, ignoring half defense, defense enough to drop anyone without 20+ dice down to a chance die, armor for those that do, more health than a Resilience 5 vampire sort of overpowered.


  • Pitcrew

    @magee101 It's WHO DAT NATION!

    WHO DAT

    WHO DAT NATION

    I don't care what the main storyline is. I love my city!

    Uuugh wish Geist 2e was out. Damnit.


  • Pitcrew

    Aww man! Beast is cool! Good luck with this though!!


  • Pitcrew

    Add Promethean.


  • Pitcrew

    @tragedyjones said in NOLA 2: Back in the Vieux:

    Add Promethean.

    ^


  • Pitcrew

    @tragedyjones How do I make Promethean playable and fun on a MU* without gutting what it means to play Promethean? Serious question.


  • Pitcrew

    Limited sphere size. Enforce a reason to stay in or be unable to leave the region. Have hurricanes help purge or be caused by Firestorms and thus be good cover. Realize the penalties are far lessened in 2E.


  • Pitcrew

    I'll give Prommie 2e another good read-through (or at least, Wasteland bits), but sphere size limits aren't really my style. If one person can do it on NOLA, everyone should be able to do it on NOLA.


  • Pitcrew

    Prommie reminds me a lot of oWoD Wraith in theme - in that it requires a lot of staff attention. I don't mean this in a bad way <like how stuff in Mage requires staff oversight>; but rather, Promethean is a more personal game than most other WoD splats. There are your usual suspects of antagonists out there, but unlike Werewolf or Vampire the antagonism isn't the focus of the game. It's an internal, dedicated story rather than one with world-shaking consequences and history-making powers.
    Another way to think of it, I suppose, is that every Prommie is a Vampire attempting to reach Golconda. There's stuff going on around them, certainly - but their personal focus is something separate that involves others only peripherally in most cases.
    At least, that's my take on it. Vampires can afford to be patient and put off their clan or covenant interests for a few decades to do other things or while they wait for things to develop. Werewolves are technically supposed to always be on the hunt <Some more than others>, but it's burned into the system that they have to balance their human sides too. Prommies are on a journey of self-improvement; and if they don't follow that, they're stagnating.


  • Pitcrew

    @killer-klown Honestly I'm not sure any of that requires staff attention. Players should be able and ready to tell those stories by themselves on a MU, or not app a Promethean.


  • Politics

    @sunnyj said in NOLA 2: Back in the Vieux:

    Players should be able and ready to tell those stories by themselves on a MU, or not app a Promethean.

    Players should be able and ready to do the same with any World of Darkness splat.

    but no


  • Pitcrew

    @sunnyj said in NOLA 2: Back in the Vieux:

    @killer-klown Honestly I'm not sure any of that requires staff attention. Players should be able and ready to tell those stories by themselves on a MU, or not app a Promethean.

    Promethean is built with an expectation of heavy Storyteller involvement, a Promethean needs to interact with the world, walk the Pilgrimage, enact Roles, and experience Milestones. Sure player run stories are great, but you need to experience certain things and walk a certain road. Which likely needs a firm hand at the plot tiller.


  • Pitcrew

    @tragedyjones @Ganymede Players should be expected to craft MOST of their fun on these games, sans-staff. Anything else is just begging for trouble, either favoritism, shody STing, overburdened staff, vanishing STs, etc. If you cannot find a way to do so, then you will have a poor WoD experience, and the more we are honest about this, maybe we can skip the 'b-b-b-but no dedicated Storytellers' talk, and have more meaning conversations like 'How does one make their own fun, and how can a game be designed to make that a thing?'.

    The MU playerbase has grown up. They have jobs, families or are burnt out and frustrated with years of RP. Expectations of dedicated STs are out of touch, IMO.

    Just my opinion.


  • Pitcrew

    and yet it feels like players are steadily more demanding of STs/Staff providing their fun.

    It's a conundrum I've been trying to figure out the answers to. How to build a game that truly gives people all the tools they need to get up and go and do what they need to be able to just play and have fun and run stories for themselves because I'm hoping that's all people are waiting for? But deep down I fear that it really is people just wanting someone else to do the work.


  • Pitcrew

    @auspice People expect staff to do all the work, and staff seems to think games should cater to these people. I met and RPd with @ganymede and all of my friends in games.If you log into a game and you can't find a single person to RP with you steadily, your times are either wacky AF, you need to figure a new way to approach things, or you just leave and accept the game is not for you.

    Staff should only provide support to things like the Praxis and Consilium, something that serves the WHOLE Sphere.

    Anything else? Eh! Go relearn how to have fun.