nWorld of Darkness 1E v 2E
-
@derp said in nWorld of Darkness 1E v 2E:
In the 2e tabletop I was running, I basically retooled Wisdom to work similar to harmony. High Wisdom, cool. You remember that people are people, and the world is not meant to be trifled with... buuuut you also don't see some of the underlying flows of magic, and it is harder for you. To be -good- at magic, you have to dive in... but then you risk forgetting that those rules and formulas you are tinkering with are lives, and people, etc. You have to give up caring for the status quo and natural order if you want power. And you need power if you're going to survive. Where do you draw the line?
To me, it made it make more sense than the book version, which has always felt lame and toothless to me. I would probably do all the games like that, if I had a choice. Ride the line between the basass world of awesome things you know is out there, and the world full of things you love just the way they are. How much are you willing to sacrifice to save the rest of it?
Honestly, so would I. I would prefer if they all worked that way.
-
@coin said in nWorld of Darkness 1E v 2E:
Honestly, so would I. I would prefer if they all worked that way.
Hey, if we can ever find the time and motivation to get something up and running again, I am more than happy to work together on such a project. You know how to get ahold of me!
-
That makes sense given that Wisdom's 'opposite' is Hubris. I generally take it that, at high wisdom, your thought follows the line that 'just because you can doesn't mean you should', while at low wisdom you don't even have those thoughts; doing it - whatever it is - is just second nature at that point. It's like this description of a creature in 2e D&D that had natural Detect Magic permanently on - it simply assumed that everything else saw as it did, and couldn't understand their perceptions otherwise. A low Wisdom Mage would feel his/her abilities are 'natural'; almost instinctual at least from a mentality standpoint.
-
I ran a tabletop game of VtR like this, in another sort of way. I made Humanity and Blood Potency a sliding scale with a maximum of 11 points spread between the two, with normal starting stats of 7 Humanity and 1 BP. The basic idea was to play up the conflict between being a human being, and confronting the monstrous nature of being a vampire. If you wanted to truly grow in power as a vampire, you'd have to sacrifice your Humanity. And when you'd realize that you had become this horrible thing, and try to seek redemption, your vampiric might would ebb, as you were denying and neutering your own Beast.
It was really a lot of fun, and certainly turned the game theme towards the aspect of personal horror storytelling that has always been the real draw for me about Vampire. I was never all that into the political angle.
-
That's actually something I'm really interested in Vamp 5th about - how it's doing blood and 'hunger'. Instead of a pool of points, it becomes a constant thing that applies to all your die rolls, and has the potential to affect anything you do.
Like, traditionally, a vampire with low blood could just choose to not spend it and be otherwise ok. A vamp in 5th would have issues doing something as mundane as driving or studying while hungry - which is far more realistic. -
@killer-klown said in nWorld of Darkness 1E v 2E:
Like, traditionally, a vampire with low blood could just choose to not spend it and be otherwise ok. A vamp in 5th would have issues doing something as mundane as driving or studying while hungry - which is far more realistic.
My children have issues with doing mundane things while hungry, so I hear you.
-
@ganymede said in nWorld of Darkness 1E v 2E:
@killer-klown said in nWorld of Darkness 1E v 2E:
Like, traditionally, a vampire with low blood could just choose to not spend it and be otherwise ok. A vamp in 5th would have issues doing something as mundane as driving or studying while hungry - which is far more realistic.
My children have issues with doing mundane things while hungry, so I hear you.
Your kids are 5th Gen vampires?
That explains so much.
-
@shelbeast said in nWorld of Darkness 1E v 2E:
I ran a tabletop game of VtR like this, in another sort of way. I made Humanity and Blood Potency a sliding scale with a maximum of 11 points spread between the two, with normal starting stats of 7 Humanity and 1 BP. The basic idea was to play up the conflict between being a human being, and confronting the monstrous nature of being a vampire. If you wanted to truly grow in power as a vampire, you'd have to sacrifice your Humanity. And when you'd realize that you had become this horrible thing, and try to seek redemption, your vampiric might would ebb, as you were denying and neutering your own Beast.
that sounds kind of like the system stuff in the like print-run-of-10 blink and you missed it oWoD Africa book, which came out like a week before they cancelled the line and which i kind of loved
-
@prototart said in nWorld of Darkness 1E v 2E:
@shelbeast said in nWorld of Darkness 1E v 2E:
I ran a tabletop game of VtR like this, in another sort of way. I made Humanity and Blood Potency a sliding scale with a maximum of 11 points spread between the two, with normal starting stats of 7 Humanity and 1 BP. The basic idea was to play up the conflict between being a human being, and confronting the monstrous nature of being a vampire. If you wanted to truly grow in power as a vampire, you'd have to sacrifice your Humanity. And when you'd realize that you had become this horrible thing, and try to seek redemption, your vampiric might would ebb, as you were denying and neutering your own Beast.
that sounds kind of like the system stuff in the like print-run-of-10 blink and you missed it oWoD Africa book, which came out like a week before they cancelled the line and which i kind of loved
Kindred of the Ebony Kingdom.
And yes, it's very much like the Orun/Aye dynamic. I still have that book in surpriginsly good conditions.