So, I figured I might transcribe my dev-stuff here.
If anyone is interested in chit-chatting with me about the game and development, feel free to message me here.
***Post 1: The Basics***
Statement of Purpose
To provide an originally created setting and experience, drawing from a number of historical and historical-inspired sources, as well as vampire media, to offer an alternative to the standard World of Darkness MU*. Using the sources we are drawing inspiration from (below), we plan to present a setting that focuses on a Roman-inspired sociopolitical landscape in the modern era.
Our goal is to provide a game that leans a little more towards the aesthetics of Blade or Underworld, providing ample opportunity for action and adventure, as well as the more expected mystery, investigation and supernatural horror that is the hallmark of supernatural media. The game would provide a combination of automated code to adjudicate combat and a few other things, as well as a dice-based system for non-combat resolution such as investigation, knowledge and lore, and such.
Sources of Inspiration
We take inspiration and information from the following sources, molding the inspiration to fit our vision of a modern vampire game.
- Spartacus (Roman societal setup and political intrigue)
- The Vampire Chronicles (social setup, vampiric abilities and arrangements, modern ‘look’ for vampires)
- Game of Thrones (vampire family arrangements/setup, political intrigue)
- Roman and Greek mythology (cursed by the gods)
- Other modern vampire media such as the World of Darkness’ Vampire games (vampiric powers)
- Underworld, Blade, X-Men (modern look for vampires, vampiric abilities, ‘gonzo’ combat allowances)
Dark Shadows, Twin Peaks, X-Files (horror and mystery)
Basic Premise
The supernatural exists. Perhaps not in the same vein that many supernatural myths and legends, and certainly not supernatural authors, would have you believe. But they exist. Among them are vampires, though the vampires of Houses of the Blood certainly are not what one would expect from myths and legends (though many that are in the Blood agree that their extraordinary life and conditions are what inspired many of the myths). They have existed at least since the 6th century BC, though their legendry stretches back a few hundred more years than that; until the founding of the Roman Republic, they were disparate tribes with no centralized organization, and much oral record has been lost in the intervening time.
But myth and oral tradition are handed down and, while not verifiable, is the most commonly-accepted ‘origin’ of the blood drinker, the vampire. Their myths and legends state that they were tricked by the Roman deity Orcus, cursed by the twin deities Apollo and Diana, and blessed by Pluto in recompense, they are immortal beings, and not undead like many of the legends of the world, but their immortality is sustained by life: the life of other beings, life through the Blood.
The gens sanguinis believe they can roughly trace their lineages and history back to the 6th century BC, where a Roman named Titus Albinus Flavius, a young man in the prime of his youth, had fallen hopelessly — and haplessly — in love with a priestess of Diana who he had encountered, Licenia Macra. As Licenia was a priestess of Diana, she was required to remain chaste, and though she was not adverse to Titus’ advances, she could not reciprocate his love. Despite this, the two did fall in love.
Though I’m not done with the setup, the basics behind the vampire myth is for Titus to be tricked into pissing off Apollo and Diana by Orcus in his manipulation of the lovers, and cursed to burn in the sun or with the touch of silver, then cursed when he tries to take vengeance on Orcus to burn badly from fire; then given immortality by Pluto in pity for the tricks on the verge of death, and finally absconding with Licenia and turning her into a vampire. Licena and Titus eventually created vampiric children by siring, mixing of blood, twelve lineages in all.
Eventually, the gens sanguinis were spread throughout the Roman Republic and, during the height of the Republic, formed amongst themselves the Houses of the Blood — organizations along family lines — and created for themselves a government, the Pactum Sanguinis (or Blood Covenant), establishing laws amongst themselves. However, a brutal war was fought between the lineages; three broke off and followed a disaffected Licenia away, vowing the destroy all that the Houses of the Blood had built, though none knew why Licenia vowed this destruction. Soon after, Titus disappeared into the night, his grief too great… Still, nine remained as the Houses, securing the republic and spreading across the world.
The Republic of Blood has survived into the modern nights, spread across the world, having representation in many major cities across the world, united under the senex. Eventually, various vampire covens created alliances and ‘nod nod hush hush’ deals with various aspects of humanity (and even other supernaturals), particularly in some supernatural heavy cities like London, Tokyo, New Orleans, New York or Paris. Though they aren’t public, they do have clout through favors and influence, as well as the application of vampiric powers such as Compulsion.
Setting
I have decided on New York City in the year 2016 as the setting for the game, giving an interesting setup to a wholly modern American city, large enough for many vampires, as well as large enough to provide a sensible backdrop for the more Underworld-style feel that we want to put into place on the game. Essentially the ‘modern world’ against the backdrop of a vampiric society based around Roman ethos, with the vampires sharing the city (and likely actively at war with) other supernatural types (see below).
The grid itself will be developed into districts representing major NYC metropolitan areas, with three to four room ‘area’ sections. Right now we’re looking at 9 areas and 3-4 rooms per area.
System
The game will not be using an existing system whole cloth, and we will be adapting mechanics from a couple of systems for ease of use. In particular, we are adapting parts of other systems, and creating something new, rather than using something like the WoD or FAE because of the desire to automate a number of systems, particularly combat. At the core, there will be a dice-based system, utilizing a familiar stat + skill mechanic, and then going from there. More will be posted later about the system design later.