@Coin said:
I'm sorry, theorycrafting is kind of fun for me. I didn't know everything had to have a solid, identifiable, realistic goal.
Setting novel policy should have an articulable goal in mind, over and above "wouldn't that be grand?"
Unlike Raptor, however, I don't agree that a greaser-game (my term) is a bad thing. And I don't agree that using the World of Darkness as a setting and system is a bad thing for such a game. If you make it clear what you're trying to do, people will come or they won't.
I think Kingsmouth does a decent job of ensuring some parity between PCs. They do this by altering the number of beats that you need for an experience; the more beats you accumulate, the more you need for an experience. Alternately, you could modify the cost of raises as you gather more experiences.
If you don't have a goal in mind, then you end up with The Reach, five years after it started.