@thenomain said in World of Darkness -- Alternative Settings:
So yes, you start with one, introduce the others as you feel comfortable.
This is not a bad idea, but this is not what we will be doing. At least, this is not what we (the people working with me and I) intend to do, and we have told one another we won't do it.
Now, if the game passes to someone else, they can do whatever they want with it, but know -- and be comfortable with the fact -- that we do not intend to add anyone else. Ever.
But, things change, sure.
Dork.
@wizz said in World of Darkness -- Alternative Settings:
What would maybe be kind of neat is to have what would basically be two different games share a grid. Two entirely different sets of staff, two different sets of storytellers, with an understanding that there is no expectation of cross-sphere support or "official" storyteller events or bending over backwards to create game system balance through house rules or anything like that.
This is the approach that many multi-sphere games take, and that's fine. I don't mind those games at all. This is not what we intend to do, however, for many reasons other than staff workload.
One such reason is that we intend to lean heavily on the use of status within Covenants and Factions in order to mitigate the temptation to turn the PvP element into a blood bath. When you add in another sphere that is relatively independent from the first sphere, then that check is essentially nullified because, in this case, vampires could hire the werewolves to gack their enemies, and not suffer any status hit for it*. After all, there's plausible deniability: can't really predict what those silver-suckers will do.
So, with apologies to folks that want a wide-range of options and stories via multiple supernatural "races," it's just not going to happen here; however, if someone wants to take what we've made and expand on it, all the more power to you.