@Arkandel said:
@Coin Care to elaborate on what you'd have changed?
Systems wise, I would change how Manifestations and Keys interact in general. But more specifically, I would have done away with ridiculous redundancies, like the ones you find all over the Rage Manifestation. You do not need thirty different ways of doing basic damage.
I would do away with "shit loads of powers just because you bought a new Key". Instead, I would make the Key/Manifestation combinations open the door to different powers that you could now buy, and the powers would likely be a bit cheaper than they are now, because of it.
This would also allow for much greater variety. Instead of, say, Phantasmal Caul being a set of 5 powers borne from that combination, they could be a whole host of powers that follow that theme.
Rage would probably get the biggest overhaul in general theme; damage would certainly be a thing, of course, but again exemplifying: the Industrial Rage, as it stands, lets you damage people with technology. What? No. That should be Industrial Marionette (controlling tech to make it do bad things to people) or Industrial Caul (merging with technology to make yourself more dangerous or capable through it). Therefore, a perfect niche for Industrial Rage is raging against the machine. Use it to rip it apart. Make it turn on itself. There are a ton of things you can do: make it less useful, make it work backwards, make it explode, make it break, etc.
In general, I find the disparity between "some combinations have detailed, dot-by-dot powers and some are just one big effect that is weird and ambiguous" to be exhaustingly annoying.
Mementos bug me because they are given "levels" but each "level" is actually a specific type of effect, instead of an intensity of that effect. I would instead prefer a 1-5 dot level and different types of Mementos that have different intensities at different levels. So you could have Charms that aren't just 1-dot Mementos, but rather a 3-dot Charm that does more than a 1-dot Charm. Fetters are different. Vanitas are different. Deathmasks are different.
I'd probably also fucking do away with this "no real society" bullshit. It's annoying as fuck and uncohesive, and while it probably works okay in tabletop, it makes MUs a pain in the ass. I would keep the societies philosophical in nature and with plenty of room for interpretation, and try to allow for them to be able to intersect within a Krewe, while leaving the Krewes to make their own Mythos just as much as they can in Geist 1e.
I would give the Horsemen a more defined role and dig a little deeper into some of the weird shit in the Underworld, especially Anomalies. And I would very likely do away with some of the more "Krewe Hierarchy" aspected merits that only work if you're a Founder, etc., which just don't work out on MUs, where making a group is hard enough without having to worry that you can't have shit others can because you aren't a founding member.
I would make the Archetypes into what Mask/Dirge and Blood/Bone are for 2e Vampire and Werewolf, which is actually what they are in 1e, just given way more importance to the point where they feel like a Y-Splat (Threshold being the X-Splat) instead of just a trait that helps define the character's personality.
And lastly (but certainly not exhaustively) I would make it much, much less ambiguous that you don't actually know who your Geist was when they were alive. And I am well-aware this is mostly a pet-peeve of mine (and some other people) but seeing all these Geists with fleshed out "human lives" makes me roll my eyes so hard and go to my "ur dooin eet wrang" place, omg.
There's more. But I'm at work.