Changeling the Lost 2e: The Huntsman Chronicles
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So the new Clarity is... 'How triggered are you'.
headdesk
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@thatguythere said in Changeling the Lost 2e: The Huntsman Chronicles:
It hearkens back to the one thing that absolutely ruins Werewolf 2.0 for me, your tribe is defined by your preferred play, that is great on the surface but ruins the game for me because the spirit side of things has always been my favorite part of werewolf, yet i have no interest in playing a Bone Shadow, they just don't appeal to me, so Yay I am effectively cut off from playing in the part of the world I like most.
This is just a misunderstanding I believe. Though this isn't for this thread per se (I don't know about 2.0 CtL for example) but if you were an Ithaeur, you were /about the spirits/ regardless of your tribe.
Bone Shadow was just the tribe that focused on them, even their Rahu and everything else had a very spirit bend to it.
Ithaeur Bone Talons, for example, know a hell of a lot about Spirits, they just focused more on taking out enemy Totems than random big bad spirit over there. So I would assume that it's not impossible to have some variety in what you can and cannot do. If there's one thing about nWoD/CoD is that there are lots of ways to play counter to type.
Hell they have pretty Nosferatu, so while you may be an Ogre which may be strength focused, I don't see that really stopping you from being /anything else/ either. It's not /all/ you are.
As for the Fairest/Sidhe being about leadership etc, there's a lot of ways to lead. Some of the most effective leaders in history, were not nice people.
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@lithium said in Changeling the Lost 2e: The Huntsman Chronicles:
As for the Fairest/Sidhe being about leadership etc, there's a lot of ways to lead. Some of the most effective leaders in history, were not nice people.
You lose Clarity if your actions or inactions cause people under your charge harm.
You cannot harm them without going mad.
No Churchill for you, nosir!
I'm reading that as Seelie All the Way. I did try to bring this up on the Onyx Path forums but got more or less sneered at from the locals. My best hope is that there are examples of Fairest Acting Like Jerks, or examples of why losing Clarity from making a bad decision--by accident or on purpose--is a good part of the game.
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Sadly the OPP forums are more a sycophantic echo chamber when any criticism comes up nowadays.
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You mean Clarity will be a one-way street where only those who act a certain way are sane and everyone else goes crazy?
Seems like a bit of a fascist world view.
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@admiral You mean like pretty much every codified alignment system in any RPG ever? 'Act this way or you are not good', aka crazy aka blah blah bad.
ETA: Literally. If you have to put good / evil (bad / good) into a rule system, you have to define 'good'. Any time you define good you are making a value judgment. Nature of the beast.
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I would prefer something more... reasonable.
Acts that stabilize your life increase clarity. Acts that destabilize it lower clarity.
Win the lottery? Lose your job? Clarity loss. Getting married? Getting commended for ten years on the job? Gain clarity.
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@Thenomain Well, is it a standard degeneration roll as per CoD? If so it's not as bad as it could be. Really depends on the chart, but the idea that if your actions cause people harm? Well fuck, how is anyone supposed to lead /any/ combat troops ever?
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@thenomain said in Changeling the Lost 2e: The Huntsman Chronicles:
@lithium said in Changeling the Lost 2e: The Huntsman Chronicles:
As for the Fairest/Sidhe being about leadership etc, there's a lot of ways to lead. Some of the most effective leaders in history, were not nice people.
You lose Clarity if your actions or inactions cause people under your charge harm.
You cannot harm them without going mad.
No Churchill for you, nosir!
I'm reading that as Seelie All the Way. I did try to bring this up on the Onyx Path forums but got more or less sneered at from the locals. My best hope is that there are examples of Fairest Acting Like Jerks, or examples of why losing Clarity from making a bad decision--by accident or on purpose--is a good part of the game.
I suppose they may be trying to invoke the fact that most of the greatest leaders of the world--both now and in history--have frayed at the edges.
Look at anyone who's been president of a country for more thana few years and you'll see a sharp decline in their vitality, for instance. In Changeling, this is probably expressed through Clarity, because it's the defining nucleus of the game's theme with respect to how it's represented in the stats.
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Double post.
Even Churchill spoke about the burden of command.
Just because someone is willing to do something doesn't mean it doesn't affect them. Yes, if they are under your leadership and your action or inaction leads to their harm, you take a hit. This is such a standard (and powerful) trope in fiction (to the point where too much burden of command leads good leaders to become extremist villains--easily a representation of having lost Clarity), and Changeling has always been about fiction and narrative overlaying itself on top of reality.
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@admiral said in Changeling the Lost 2e: The Huntsman Chronicles:
Win the lottery? Lose your job? Clarity loss. Getting married? Getting commended for ten years on the job? Gain clarity.
The system doesn't look or sound any different than any other 2E Integrity system.